View Full Version : Map Editing Project (Overview)
Double Deuce
23 Sep 05, 10:35
Of the 20 WinSPMBT Maps we'll be using for the campaign there are 7 that need some heavy editing to make them more sleek and realistic looking as well as adding in area. While I would like to do these myself I could use the extra help to speed up the start of the campaign. I'll be doing the other 13.
I have taken a screenshot of each of these 7 and will post them in their own thread for quick viewing and to give guidance on what I want done with each particular map (adding urban areas, etc). You will also use those threads to make it easy for everyone (including me) to know who is editing which map. You can also use that thread to ask questions of me while you are editing that map.
Double Deuce
23 Sep 05, 11:23
I may add another map or 2 to the list, especially those I need a medium/larger urban area added to. I would like to have a fairly large town on at least 1 map near the center of the overl 5x4 grid. That way street fighting can rage in town and also allow for manuvering around the flanks as well.
Most of these maps do not need extensive editing, just touching up where the tree lines or hills just don't quite look right.
I'm having problems with crashes, so i don't want to start editing maps yet. Dunno what to do about it but wait for the patch and see how it goes.
Any suggestions?
Double Deuce
24 Sep 05, 23:06
I'm having problems with crashes, so i don't want to start editing maps yet. Dunno what to do about it but wait for the patch and see how it goes.
Any suggestions?Csashes with WinSPMBT in general or with one of the maps I posted?
Just in general, i am gonna have a go playing again tonight, if it runs smooth, i should be able to get on to a map.
I have noticed crashes in the purchase screen, but think i know the problem, and also in the game battles, don't know if that one will show up again.
Double Deuce
25 Sep 05, 15:13
Just in general, i am gonna have a go playing again tonight, if it runs smooth, i should be able to get on to a map.
I have noticed crashes in the purchase screen, but think i know the problem, and also in the game battles, don't know if that one will show up again.If you have the DL version there is a known bug that causes this. I have the CD and the fix was included there IIRC. The 2.0 will bring ALL version (CD and DL) up to the same release #.
Double Deuce
10 Oct 05, 18:13
The more I look at the maps as I edit them the more concern I have that the forces for both sides will be extremely cramped in the campaign area leaving little room for maneuver.
I have been working on a regular hex map with grid #'s just in case. Each hex would represent a 5 km area and the map is about 20x15 hexes or so.
Comments?
Double Deuce
11 Oct 05, 12:37
In any event I am plugging away on the Map set tweaking them and adding urban areas (with names).
Since there will be NO replacements/reinforcements I would presume that after a couple intense Tactical Battles there should then be plenty of maneuver room. :devious:
Double Deuce
11 Oct 05, 14:59
I now have 8 Maps completed (this includes town names, river names and prominent Hill #'s).
Double Deuce
17 Oct 05, 12:04
11 Maps are now complete and the remaining 9 only need some finalizing (mainly filling out urban areas and the naming of town/villages/rivers). I am also identifying some prominent hills.
Skirmisher
18 Oct 05, 03:31
In any event I am plugging away on the Map set tweaking them and adding urban areas (with names).
Since there will be NO replacements/reinforcements I would presume that after a couple intense Tactical Battles there should then be plenty of maneuver room. :devious:
Thats an extremely devious idea Double Deuce. No Replacements /reinforcements.
Reminds me of that old James Caan movie "Rollerball".
This will keep the overall length of the campaign down to I would imagine. :whist:
Double Deuce
18 Oct 05, 08:33
Yeah, since the game will only simulate 8-12 hours of time there would not really be a reason to model reinforcements/replacements. You fight with what you have in the immediate area that day.
Replacements are modelled like in my other campaigns, damaged but not eliminated units are brought back in the next turn as full strength (squads and stuff that is). This simulates the returning of walking wounded and cooks and staff thrown into the front lines to keep combat strength up.
Double Deuce
19 Oct 05, 16:54
13 Maps are now complete and the remaining 7 just need finalizing (mainly filling out urban areas and the naming of town/villages/rivers). I am also identifying some prominent hills.
Double Deuce
20 Oct 05, 13:50
15 maps are now completed and I am beginning to take screenshots to paste them together into the 5x4 grid Operational Map.
One problem though is that when I resize the screenshots to be more accurate from the stretched view in WinSPMBT it distorts the text of the towns, hills, etc. I will have to use editing software for everyone to be able to read the text when viewing in COCAT.
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