New Maps

Valor & Victory is a fast-playing, easy to learn World War II squad-level game system. Based on the original Valor & Victory board game, the digital edition provides you with an accessible and deep challenge, developed for classic tabletop game lovers.
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

make sure to share your updated maps, looking forward to them.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

Just added the 'map101' link at the beginning.
BTW, I managed to find a site with a plethora of ASL map images.

http://www.advancedsquadleader.net/inde ... =Main_Page
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Yes those are the go to maps for sure, I'd like to recreate a few of the first SL maps to bring back the memories of those first Stalingrad scenarios.
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Looking at map 101, it seems that the building in the lower right corner is registering as a building (it costs the proper amount to move into and is giving a +3 modifier) however it is not blocking the LOS. I've tested it a few times and units fire through it. Not sure what is going on there. The screenshot shows that the jeep has LOS through the building.

Image
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vv101los.jpg
vv101los.jpg (174.4 KiB) Viewed 304 times
eddieballgame
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RE: New Map

Post by eddieballgame »

HHHMMM, well that is a problem.
Need to figure out what is going on & thank you for pointing that out.
I am thinking it might have to do with the 'map.dat' file & or combined with 'layering'. (adding a new tile on top of another)
Fumbling through this process of trying to tweak the existing maps only enhances my notion that to create a map from scratch will be...challenging.
That is until 'we' get an actual workable editor. (hint, hint)

One other possibility is that this particular building has no walls due to damage via gun fire. [:)]
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Well I led you astray sorry about that, the tile ID does not correspond to the location on the map but rather the tile number from the tile set. The .TSX file does show location on the map using the coordinate system however it's reversed so in the .TSX file you would read <property name="Hex" value="2,4"/> but when looking on the map in the editor that is actually location "4,2". Not sure why that is at least that is the way it's showing on the one map I'm working with now, map 2. So yes you could change the property of each hex you changed the terrain in and it does register in the game as far as movement cost and also defensive cover modifier.

Unfortunately LOS is not working and the terrain you place does not block it.
Rosseau
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Joined: Sun Sep 13, 2009 2:20 am

RE: New Map

Post by Rosseau »

"Simple, old-school maps." They are kind of nice, Monkie! Really like 'em.

And thanks to all for sharing their work.

- Mike
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

"Simple, old-school maps." They are kind of nice, Monkie! Really like 'em.

Yeah the maps in game look really nice as is but there is just something about the simple style that brings back good memories.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

Yes, Monkie, I notice the 'hex' ID# changes after editing a tile & it does mess with the 'LOS'.
Maybe the developer can join in an offer some reasons behind this.
Of course, there is that possibility that he does not want us fooling around with this, atm. [:)]
yobowargames
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Joined: Wed Dec 27, 2017 8:59 pm

RE: New Map

Post by yobowargames »

Hi eddieballgame

Each Map has its own LOS data. At the moment I generate that using a console command (not available in the Production version of the game). Until recently it wasn't totally reliable and I had to hand modifier some. But I think I have it mastered now.

The next step would be to expose that for modders which I can look at doing in a future release.

If you email your map to me I can generate that data for you until it's available for you.
YOBOWARGAMES – “BRINGING THE JOYS OF BOARD WARGAMING TO THE PC”
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

ORIGINAL: yobowargames

Hi eddieballgame

Each Map has its own LOS data. At the moment I generate that using a console command (not available in the Production version of the game). Until recently it wasn't totally reliable and I had to hand modifier some. But I think I have it mastered now.

The next step would be to expose that for modders which I can look at doing in a future release.

If you email your map to me I can generate that data for you until it's available for you.
Thank you for this.
Question, The data in the 'map.dat' file can be listed via number lines.
Is there any available information you could share per editing theses numbers by hand?
If not, I understand...thank you again for responding.
yobowargames
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Joined: Wed Dec 27, 2017 8:59 pm

RE: New Map

Post by yobowargames »

The map.dat files contain the LOS information. It will be very hard to amend this manually.

The first number is the root hex and the following numbers in the line are the hexes it has LOS to.

As I find out more about what modders need I will expose the tools to allow you to generate the same data.
YOBOWARGAMES – “BRINGING THE JOYS OF BOARD WARGAMING TO THE PC”
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Thanks for the response, it's appreciated and it's something to look forward to in the future to work with when it's time.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

Yes, thank you for the response.
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technikzauberer
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RE: New Map

Post by technikzauberer »

Definitely looking forward to the future with Map editing w/LOS.
Some of us really enjoy not only the game itself but creating custom/historical scenarios with new map designs to share with all.
Certainly not to the massive amounts that Rico puts forth...[:D]
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