RE: WitP-AE Topo Map Project (Full Version)

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btd64 -> RE: WitP-AE Topo Map Project (5/11/2014 3:23:27 PM)

Hey chemkid, I will look at it soon. Still finishing up another Beta test, plus a PBEM, and of course work and family. Can't wait though. GP




GaryChildress -> RE: WitP-AE Topo Map Project (5/11/2014 5:15:37 PM)

Artistic perfection! I give it a full 10 out of 10 worship smilies... [&o][&o][&o][&o][&o][&o][&o][&o][&o][&o]



Did catch one typo though, the "Sumpson Desert" in Australia should be the "Simpson Desert".


[image]local://upfiles/17421/4DC6CD4B1CDB4629971ADB79981B3423.gif[/image]




chemkid -> RE: WitP-AE Topo Map Project (5/12/2014 5:28:23 AM)

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LargeSlowTarget -> RE: WitP-AE Topo Map Project (5/12/2014 6:33:32 AM)

Awesome! You should be awarded a DSO!




Yaab -> RE: WitP-AE Topo Map Project (5/12/2014 7:12:58 AM)

The map is great, but I have one caveat - the land colours look too desaturated for my liking.




Shark7 -> RE: WitP-AE Topo Map Project (5/12/2014 4:50:05 PM)

The map is great chemkid, but is there any way to release it without any hint of the hexes on it? (or the shaders on the deep sea hexes). I really prefer to play the game without any hexes showing at all, no matter how faint. It does not take away from the quality of your work, you did an excellent job.

I understand if its too much work.




chemkid -> RE: WitP-AE Topo Map Project (5/12/2014 5:01:58 PM)

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Treetop64 -> RE: WitP-AE Topo Map Project (5/12/2014 5:35:56 PM)

Bookmarking this thread.

Amazing how you were able to make the roads and rail "work" with the realistic relief of OZ. I was worried about that, but it seems you pulled it off. Hope it works equally well against other types of terrain features (jungle, etc).

We know you're working on it, but it will be interesting to see how the different types of land hexes (urban, developed, rural, etc), as well as deep and shallow water areas turn out. It will be difficult to do this with realistic looking maps, I'm sure. Good luck! [&o]




John 3rd -> RE: WitP-AE Topo Map Project (5/12/2014 5:57:56 PM)

Truly a work of art.

This map is compatible with DaBabes---RIGHT? Cannot wait to use it in my Mods!




chemkid -> RE: WitP-AE Topo Map Project (5/12/2014 6:13:02 PM)

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Symon -> RE: WitP-AE Topo Map Project (5/12/2014 7:11:14 PM)

Hi Chem. I'm afraid I mucked up your panel 23. I changed the road orientation and got rid of the "spurs" from Buna and Moresby. The roads are "tracks" now and aren't good enough for a pretty yellow line. I have your map and I'll tweak your panel 23. I'll post it here and also put it in a zip that you can download. Only other thing that has graphics implications is on panel 15. The road from Mersing west to Kluong is a secondary now, not a primary. So you may want to use a skinny road for that.

That's about it. Just wanted to keep you up-to-date. Ciao. John




Endy -> RE: WitP-AE Topo Map Project (5/12/2014 7:11:45 PM)

Awesome effort! Though to add one small request, as someone mentioned, there could be a version available with a shade or two darker/more saturated colours if that's not too much of a problem :)




John 3rd -> RE: WitP-AE Topo Map Project (5/12/2014 7:29:14 PM)

Please let me know once John has sent you the corrected panel. Will give it a download and check it out.




Symon -> RE: WitP-AE Topo Map Project (5/12/2014 9:37:11 PM)

Hi Chem. I modified your panel 23 to make it compatible with the latest version of the Extended Map (posted today). This is what it looks like. Even a 1 panel zip file is too big to attach, so I’ll pm you with my modified zip of WPEN23.bmp (Whoops, ok, even bigger than allowed by pm, so sent you an email).

Ciao. John
[image]local://upfiles/43462/DCAA84F2ED1143A6BC79034808E5C87D.jpg[/image]

As I mentioned in the other thread, it was just too lame to try and do dotted line stuff for "tracks", so I got rid of the road symbols entirely. Players can just use the R key [8D]. Put some Mtn terrain graphics in the Kokoda hex to conform with the new Mtn-Tropical coding. Hope you don't mind. John




John 3rd -> RE: WitP-AE Topo Map Project (5/12/2014 11:10:25 PM)

LOOKS GREAT! [sm=character0272.gif][sm=00000947.gif]




chemkid -> RE: WitP-AE Topo Map Project (5/13/2014 5:27:51 AM)

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Lasarian -> RE: WitP-AE Topo Map Project (5/13/2014 7:23:14 AM)

Had a chance to use the '2nd preview' version now - thanks, chemkid! - and agree with a couple of the commentators above who'd like to see a slightly more colour-saturated version, maybe even a shade darker in tone would also help balance it out. Much of the terrain seems a little too tan and bright at the moment. Anyone else found that? Ocean dots are still my preference to hexes, but other than that, overall great :)




drw61 -> RE: WitP-AE Topo Map Project (5/13/2014 12:19:07 PM)

chemkid, I love the detail on this map! I do agree with Lasarian above that the colors need to be more color-saturated and darken the overall terrain appearance.
Thanks for the hard work on this.
Daryl




LoBaron -> RE: WitP-AE Topo Map Project (5/13/2014 12:29:52 PM)

I am aware that opinions are like a*******, but personally I like the map exactly the way it is currently. The saturation is perfect to make the base/ship icons stand out from the background in terms of contrast.




Kitakami -> RE: WitP-AE Topo Map Project (5/13/2014 1:33:42 PM)

Beautiful map!




John 3rd -> RE: WitP-AE Topo Map Project (5/13/2014 4:15:31 PM)

Hey Kitakami. How are you doing? Haven't seen many Posts by you recently.




chemkid -> RE: WitP-AE Topo Map Project (5/14/2014 1:17:59 PM)

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Endy -> RE: WitP-AE Topo Map Project (5/14/2014 7:24:49 PM)

Looks perfect now, thank you for the changes :)




oldman45 -> RE: WitP-AE Topo Map Project (5/14/2014 9:55:28 PM)

Map looks great, but because I play against the AI I don't believe the extended map works. Any plans on upgrading the standard map?




TOMLABEL -> RE: WitP-AE Topo Map Project (5/15/2014 1:05:11 AM)


quote:

ORIGINAL: chemkid

also added a little more punch to the landmasses - let's see who likes the 'new' look...



Oh definitely a great improvement!!!! The "punch" in the color makes a big difference! I hope you have a stock version up soon!!! Got both DBB and stock games going on!!

TOMLABEL




traskott -> RE: WitP-AE Topo Map Project (5/15/2014 3:57:35 PM)

Great work!!! Downloading. :) .




wgs_explorer -> RE: WitP-AE Topo Map Project (5/16/2014 1:07:38 AM)

First of all, the map looks fantastic!!!!

One thing though, I just was looking at your animated gif showing the difference between the lighter and darker versions and I noticed that the Kokoda Trail/Track disappears in the darker version. Take a look.

Bill




chemkid -> RE: WitP-AE Topo Map Project (5/16/2014 8:37:08 AM)

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chemkid -> RE: WitP-AE Topo Map Project (5/16/2014 12:55:58 PM)

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derhexer -> RE: WitP-AE Topo Map Project (5/16/2014 3:42:17 PM)

[&:] Well, I'm not sure what I've done wrong. Please forgive me if it was my stupid mistake. I downloaded and installed the extended map files
(required for this version to work is the map data (pwhexe.dat, pwzone.dat, pwzlink.dat) for the extended map,
developed by andrew brown. you'll find it on the dabigbabes-site (i use the extended data w/o SL, but feel free to use with SL.):

https://sites.google.com/site/dababeswitpae/map-and-art/ab-extended-map)

Then downloaded and installed TopomapProject-2ndLookVersion and installed the files it contained into my Witp AE/ART folder.

When I bring up WitpAE the jump map looks like the new version, but the rest of the big map is the old version. Misarah appears on the west edge, but Aden and Abadan are just cities in the water. Many of the Japanese and Allied cities are missing either their port or airfield symbols and those that are missing airfield symbols do not show any planes based their, while I know they do have planes there.

So, what have I done wrong?
Thanks




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