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RE: Map error

 
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RE: Map error - 9/19/2009 5:13:10 AM   
Tejszd

 

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There are a number issues here....

1) Wrong element used?
TLD has 3 elements that could be used by the person coding; small hedges, large hedges and bocage. They are all coded different and have a different impact on the game. Bocage is the new one which should act like the old CC5 large hedgerows (which were like walls where you could not be in them and they could not be crushed). Large hedges in TLD are like how the CC community recoded the CC5 hedges to allow guns and soldiers to be allowed in them but they could not be crushed. Small hedges are just bunch of bushes that really only block LOS but not bullets or movement. Thus maybe when the CC5 maps were converted to TLD the large hedgerows were left as large hedgerows. Or on the TLD maps the new bocage element was not used.

2) hedge coding has gaps?
In TLD a lot of houses did not block LOS because they were not solid walls and I would bet the hedges might have the same problem. Another thing that might cause gaps is that a lot of the new TLD maps had trees coded in the bocage/hedge this will block the player from looking down on his troops but tree trunks do not block LOS very well.

3) bocage/hedge not raised?
The original CC5 maps had raised ground under the hedges and given the pictures this does seem to make sense. The rocks and roots really do become solid ground over the centuries that they merge together. But having said that bocage/hedges do have a height and depending on how they are coded LOS could be blocked and even the same amount of protection provided (bocage = solid wall). So this could be done either way as long the two issues above are addressed.

< Message edited by Tejszd -- 9/19/2009 5:51:55 AM >

(in reply to Andrew Williams)
Post #: 61
RE: Map error - 9/20/2009 2:07:34 AM   
squadleader_id


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Either way (hedgerows on raised elevation...or hedgerows on level ground with elements file tweaking), all the CCTLD maps should be consistent in coding style.
The graphics or visuals for hedgerows are the same on new and original (+GJS and BO) maps...so the coding should be the same stye...if not hedgerows not on raised elevation will be easier to traverse (for both infantry and vehicles) since they don't have to climb any embankments...without any visual cue for players which hedgerows are raised, which are on level ground.
Also for the inconsistent LOS issues for units separated by hedgerows and adjacent to hedgerows...raised elevation is the logical solution


(in reply to Tejszd)
Post #: 62
RE: Map error - 9/20/2009 5:19:24 AM   
Andrew Williams


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are there any visual clues indicating hedgerows are raised?

(in reply to squadleader_id)
Post #: 63
RE: Map error - 9/20/2009 7:55:19 AM   
squadleader_id


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Nope...that was my point 
If there's different coding styles for hedgerows...ideally you should provide visual clues on maps with different coding styles.
If the graphics look the same...then the coding should be identical...don't you think?




< Message edited by squadleader_id -- 9/20/2009 7:57:09 AM >

(in reply to Andrew Williams)
Post #: 64
RE: Map error - 9/20/2009 9:53:14 AM   
Andrew Williams


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Joined: 1/8/2001
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I'm not sure

Do you have any arials of hedgerow country pointing out the differences in hedgerows?

(in reply to squadleader_id)
Post #: 65
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