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				  decaf ->  Rotated Maps for Scenario Conversions  (3/1/2016 7:35:18 PM)
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				   Some old scenarios have multiple maps with 2 orientations:   regular and inverted.  Richie61 has kindly provided 44   ASL 'like' maps in a standard orientation.        I'm attaching a zip file with 44 maps in the inverted   orientation for scenario design.      Install these maps just like the maps Richie61 provided.   I've kept the same naming convention.  I just tacked on   the letter "i" at the end of each file name prefix.      Peter F., thanks so much for making TOTH.  I had to pound   a few square pegs in round holes to do the map inversions.   Sometime in the future, low priority..., perhaps you could   extend the building palette to support inverted images of   the weird shaped buildings.  This would give more pleasing   images for inverted maps.      Enjoy!      Inverted Map Notes:   First, TOTH maps are not strictly geomorphic.  One can   examine the shape of the 10x33 hex grid and see it is   different under a 180-degree rotation.  But, TOTH maps   are close to geomorphic.  So, with some very mild    assumptions one can build a tool to re-map a regular map's   contents to an inverted form.      Such a tool can also substitute the road symbols for their   inverted analog.  Usually.  The current TOTH road palette    does not cover all possible instances of road connectivity.   For example, dirt road 42 does not have an inverted    version.  (I substitute with dirt road 52.)      It is very easy to let the single-hex buildings re-map to   their inverted location without doing any graphics    substitution.  Two-hex buildings can also be re-mapped   without graphics substitution.  Three-hex and larger   buildings can sometimes be re-mapped without substitution    if they have a linear or "regular" shape.  In the tougher   cases, one can, sometimes, substitute one building for    another building that have the necessary shape for the   inverted map.  However, the TOTH building palette does not   cover all possible building shapes (and some buildings   cover up to 11 hexes).      For these very tough cases I had to "build" a building   from components.  I always kept wood buildings as wood   and stone as stone.  Also, I really tried to keep the    inverted building as large as the original (since    building size matters in ASL).      If you see some better choices that I missed, feel free   to let me know.  Let me know the map #, hex numbers,   and your new, suggested palette entries for each hex.      All the best.  (And game on!!)      *** The zip file has been updated to include the correct map # 19i ***    
				  
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