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RE: AE map screenshots - 2/6/2009 6:06:14 PM   
Skyland


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Would like to see French Indochina if possible.
Thanks !

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Post #: 31
RE: AE map screenshots - 2/6/2009 6:19:35 PM   
m10bob


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Loved seeing the pics of Australia's se corner and around Darwin..Nice to see that huge continent has an interior beyond "tan".....

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Post #: 32
RE: AE map screenshots - 2/6/2009 6:44:45 PM   
Kull


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quote:

ORIGINAL: Grotius

For that matter, those interested in "dots" might be interested in seeing, say, Lunga at full resolution.


Speaking of which, its nice to see the Solomons so "base-free". Will require time and engineers for whoever decides to use them as a jumping off point (regardless of direction).

Different question. The map shows a border splitting Timor in half, but the bases are Dutch on both sides. Are the Portuguese in-game in any way? There's no sign of Macao in China - what about Goa, India?

(in reply to Grotius)
Post #: 33
RE: AE map screenshots - 2/6/2009 7:43:35 PM   
sven6345789

 

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Hi, i would be interested in the off-map connections and boxes like Aden

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Post #: 34
RE: AE map screenshots - 2/6/2009 7:56:54 PM   
Tactics


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Vaporware.

I'm not bitter.

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Post #: 35
RE: AE map screenshots - 2/6/2009 7:56:55 PM   
Mike Solli


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quote:

ORIGINAL: sven6345789

Hi, i would be interested in the off-map connections and boxes like Aden


Check post #11.

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Post #: 36
RE: AE map screenshots - 2/6/2009 8:02:34 PM   
jrcar

 

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I'm in the hex NE of Melbourne where the rail lines diverge :)

Cheers

Rob

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Fletcher
could you put one map of the Sydney-Camberra area (Southeast Australia coast) ? Thanks in advance ...


Here is that area (which is also where I happen to live).

Andrew






(in reply to Andrew Brown)
Post #: 37
RE: AE map screenshots - 2/6/2009 8:03:46 PM   
jrcar

 

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Correct.


quote:

ORIGINAL: khyberbill

It appears from your screen shot that Batavia and Soerabaja are urban hexes.


(in reply to khyberbill)
Post #: 38
RE: AE map screenshots - 2/6/2009 8:06:04 PM   
jrcar

 

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In games so far I've used both the "northern" and "southern" bases with ports. I prefer to land on any base without troops where I can generate air coverage to protect my ships. I may do it differently in this game to "experiment".

quote:

ORIGINAL: Kaletsch2007

For JAVA, what will be your intial entry area in the current game ?


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Post #: 39
RE: AE map screenshots - 2/6/2009 8:08:50 PM   
jrcar

 

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Hera ya go :)

quote:

ORIGINAL: Skyland

Would like to see French Indochina if possible.
Thanks !






Attachment (1)

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Post #: 40
RE: AE map screenshots - 2/6/2009 8:17:23 PM   
Chad Harrison


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Thanks for posting these Andrew! Not that we need to point this out, but they look absolutely fantastic!

Requests:

1. Guam, Tinian and Saipan area.
2. Palau, Yap and Ulithi area.

Thanks in advance!

Chad

(in reply to jrcar)
Post #: 41
RE: AE map screenshots - 2/6/2009 8:36:29 PM   
Chad Harrison


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quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: sven6345789

Hi, i would be interested in the off-map connections and boxes like Aden


Check post #11.


Checking the Aden screenshot, I noticed Abadan there. I didnt even realise that it would be in!

Which brings up my thrid request:

3. Can we get the final list of 'off map' bases?

Thanks again in advance Andrew!

Chad

(in reply to Mike Solli)
Post #: 42
RE: AE map screenshots - 2/6/2009 8:53:41 PM   
Terminus


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quote:

ORIGINAL: Tactics

Vaporware.

I'm not bitter.



Excuse me???

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Post #: 43
RE: AE map screenshots - 2/6/2009 10:09:34 PM   
invernomuto


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quote:

ORIGINAL: Nomad


quote:

ORIGINAL: Terminus

Problem with that is the forum doesn't support bmp uploads (the format of the map files), and converting them to jpg destroys a lot of quality, especially if zoomed in.


But they are still pretty good screen shots of a non-existant game.






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Post #: 44
RE: AE map screenshots - 2/6/2009 11:15:31 PM   
timtom


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quote:

ORIGINAL: invernomuto

quote:

ORIGINAL: Nomad

quote:

ORIGINAL: Terminus

Problem with that is the forum doesn't support bmp uploads (the format of the map files), and converting them to jpg destroys a lot of quality, especially if zoomed in.


But they are still pretty good screen shots of a non-existant game.





Yes, Andrew can work wonders with PhotoShop.

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Where's the Any key?


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Post #: 45
RE: AE map screenshots - 2/7/2009 3:03:12 PM   
SuluSea


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Hey guys, great thread!!!! You all never disappoint, thanks for the efforts!!!

If possible can we get a look at the Noumea, Efate and Espiritu Santo area?

I have to add beautiful maps even the compressed version of it!

< Message edited by SuluSea -- 2/7/2009 3:20:12 PM >

(in reply to Andrew Brown)
Post #: 46
RE: AE map screenshots - 2/7/2009 6:32:10 PM   
eloso


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Andrew,

Would it be possible to release a psd file with a layer of the hex grids after the game comes out? This might help other modders that make maps. Alternatively, I've searched the net for hex grids with a transparent background to no avail. If you know of a place where these can be acquired that would be great to have the information.

Thanks,

Oso

< Message edited by OSO -- 2/9/2009 12:51:25 AM >

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Post #: 47
RE: AE map screenshots - 2/7/2009 6:36:21 PM   
Terminus


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That will be Matrix's call, and is probably too soon to put on the table at the moment.

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Post #: 48
RE: AE map screenshots - 2/8/2009 11:30:18 AM   
Andrew Brown


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quote:

ORIGINAL: OSO

Andrew,

Would it be possible to release a psd file with a layer of the hex grids after the game comes out? This might help other modders that make maps. Alternatively, I've searched the net for hex grids with a transparent background to no avail. If you know of a place where these can be acquired that would be great to have the information.

Thanks,

Oso


As Terminus says, whether something like this is possible will depend on Matrix.

Andrew

(in reply to eloso)
Post #: 49
RE: AE map screenshots - 2/8/2009 11:30:50 AM   
Andrew Brown


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Sorry but I won't be able to post any more screenshots until tomorrow.

Andrew

(in reply to Andrew Brown)
Post #: 50
RE: AE map screenshots - 2/8/2009 2:18:04 PM   
witpqs


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But you're in Australia. It's tomorrow already!


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Post #: 51
RE: AE map screenshots - 2/8/2009 5:00:03 PM   
Jim D Burns


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From: Salida, CA.
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Hi Andrew,

It's a minor nit to pick, but would it be possible to change the yellows in the two different farmland terrains seen in the image I've attached?

My old eyes have trouble seeing the Chinese units at a glance with so much yellow in China now. Something more tan or just a darker yellow would help the contrast a bit. That or perhaps change the Chinese unit colors to a color that contrasts better with all the yellow on map now.

The second question is posted on the image, what exactly are the two terrains representing?




Thanks,

Jim



Attachment (1)

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Post #: 52
RE: AE map screenshots - 2/8/2009 5:59:19 PM   
witpqs


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Jim,

I'm just guessing here, but if it's a problem and can't really be changed for release, maybe you can use a substitute graphic file for the Chinese units? The graphics subdirectory is loaded with little files and one of them must be for that. You could change it to the regular green allied graphic, for example.

Just a thought.

(in reply to Jim D Burns)
Post #: 53
RE: AE map screenshots - 2/8/2009 8:47:53 PM   
Andrew Brown


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From: Hex 82,170
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quote:

ORIGINAL: Jim D Burns

Hi Andrew,

It's a minor nit to pick, but would it be possible to change the yellows in the two different farmland terrains seen in the image I've attached?

My old eyes have trouble seeing the Chinese units at a glance with so much yellow in China now. Something more tan or just a darker yellow would help the contrast a bit. That or perhaps change the Chinese unit colors to a color that contrasts better with all the yellow on map now.


It would be much easier to change to another icon set for the Chinese. I am sure instructions for how to do that will be available on this forum.

quote:

The second question is posted on the image, what exactly are the two terrains representing?




Thanks,

Jim




The two terrains are "cultivated" (the upper one) and "developed" (the lower one). "Cultivated" is the same as the current terrain in stock, which is just clear terrain with trails in each direction, except that in AE the "trails" are changed to secondary roads. "Developed" is the same thing, but using main roads (faster movement) instead of secondary roads.

I will post a map legend tonight, hopefully. Things are busy for me right now so I will do it when time is available.

Andrew

(in reply to Jim D Burns)
Post #: 54
RE: AE map screenshots - 2/8/2009 10:48:44 PM   
TOMLABEL


Posts: 5116
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From: Alabama - ROLL TIDE!!!!!
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quote:

ORIGINAL: Jim D Burns

My old eyes have trouble seeing the Chinese units at a glance with so much yellow in China now. Something more tan or just a darker yellow would help the contrast a bit. That or perhaps change the Chinese unit colors to a color that contrasts better with all the yellow on map now.





The AE ART folder will include 3 alternate, high contrast color map icons (which include the map ground units and naval ship symbols) as well as matching base screen button icons. Swapping out with the high contrast colors will be just a matter of changing file names on the art files.

TOMLABEL

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Post #: 55
RE: AE map screenshots - 2/8/2009 10:51:22 PM   
bradfordkay

 

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quote:

ORIGINAL: TOMLABEL


quote:

ORIGINAL: Jim D Burns

My old eyes have trouble seeing the Chinese units at a glance with so much yellow in China now. Something more tan or just a darker yellow would help the contrast a bit. That or perhaps change the Chinese unit colors to a color that contrasts better with all the yellow on map now.





The AE ART folder will include 3 alternate, high contrast color map icons (which include the map ground units and naval ship symbols) as well as matching base screen button icons. Swapping out with the high contrast colors will be just a matter of changing file names on the art files.

TOMLABEL


I am assuming that this is a sop to the aging WITP fanbase...

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fair winds,
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Post #: 56
RE: AE map screenshots - 2/10/2009 5:30:15 PM   
Chad Harrison


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I think that it got buried above, so I will try again:

Is the list of off map bases final? If so, who made the cut?

Thanks in advance!

Chad

(in reply to bradfordkay)
Post #: 57
RE: AE map screenshots - 2/10/2009 8:00:02 PM   
herwin

 

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Andy, could I see Burma?

BTW, there might be a workaround for the problem of airborne ops away from bases. Does a 'beach' count for air landings? Most of central Burma (and a lot of other areas) could be treated like a 'beach.

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(in reply to Chad Harrison)
Post #: 58
RE: AE map screenshots - 2/10/2009 10:28:00 PM   
Andrew Brown


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quote:

ORIGINAL: Chad Harrison

I think that it got buried above, so I will try again:

Is the list of off map bases final? If so, who made the cut?

Thanks in advance!

Chad



Sorry. Here is the list of off map bases:

UK, Canada, US East Coast, Cristobal (Panama), Balboa (Panama), Port Stanley, Cape Town, Mombasa, Aden, Abadan.

Andrew

(in reply to Chad Harrison)
Post #: 59
RE: AE map screenshots - 2/10/2009 10:31:33 PM   
Andrew Brown


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quote:

ORIGINAL: herwin

Andy, could I see Burma?


Hopefully I will finally have time tonight to post some more screenshots.

quote:

BTW, there might be a workaround for the problem of airborne ops away from bases. Does a 'beach' count for air landings? Most of central Burma (and a lot of other areas) could be treated like a 'beach.


We discussed the concept of "bases" very early in AE development. In theory, every land hex should be a "base" hex, because it is possible to build port facilities and/or airfields just about anywhere. The base concept for WitP goes back a very long way though, and a total redesign was not possibility, so we stuck with the "base" concept as is. The major difference is that there are a lot of new bases due to the larger map size.

You could sprinkle little bases all over the place to simulate certain things, but I am against doing that - the game design is what it is.

Andrew

(in reply to herwin)
Post #: 60
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