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Left Unsupervised Map Mod

Posted: Sat Dec 10, 2022 5:29 pm
by 22sec
I had some time, and wanted to continue to demonstrate what FC can do. What I really need are some people to test out some concepts that interest me and see how they effect gameplay.

1. Large Maps: This one is 60km x 48km. With larger maps I am curious to see larger battles and/or deeper battles to include all artillery units on map.

2. Revised Map Data Type Values: The biggest change to the actual values is a lowered mobility for urban and industrial areas. Also, all terrain data 1990 Corrine Land data, with each classification rated.
https://land.copernicus.eu/pan-european ... land-cover
https://wiki.openstreetmap.org/wiki/Cor ... enclature.

2b Buildings: Using available OSM data via http://download.geofabrik.de/ I added buildings to the map data type, and let the Map Value Editor factor them in to determining each hex map values.

3. 16m Elevation Levels: The game ships with 50m elevation levels, but with the right tools almost anything is possible. I always have felt, especially in flatter terrain, the 50m miss subtle changes that platoons and such would certainly consider in planning and executing maneuvers. Why 16m? The main reason being a shader I use in Global Mapper, but 16m is also approximately 50 feet so it helps my American brain visualize things better. The challenge without rendering some kind of elevation level on the jpg viewed in-game becomes conceptualizing the changes in elevation. The LOS tool helps, and I added 16m contour lines. (Another version of the jpg has 25m contour lines).

Installation: Unzip in to your Modules/FCSS/Maps folder. There are two jpgs available. Choose the one you want to use and rename it to Bayreuth.jpg.

VERSION 2 (Larger version I will leave up for anyone interested)
https://drive.google.com/file/d/19auw3F ... sp=sharing

Current Version
Version 4
BayreuthVer4.zip
(6.12 MiB) Downloaded 110 times

Scenarios
A Fresh Look.zip
(1.55 MiB) Downloaded 79 times
**Will not work if you are using Game version .6819
If You Aint Cav.zip
(452.26 KiB) Downloaded 70 times
** Will work with version .6819

ConceptMap1.jpg
ConceptMap1.jpg (1.64 MiB) Viewed 4111 times

Re: Left Unsupervised Map Mod

Posted: Sun Dec 11, 2022 4:28 pm
by JohnOs
Outstanding, I like the topo map better.

bayreuth.png
bayreuth.png (3.85 MiB) Viewed 4095 times

Re: Left Unsupervised Map Mod

Posted: Mon Dec 12, 2022 9:56 pm
by 22sec
Look for an update soon. I tried something different with capturing roads. Still trying to think through water too. I could usually care less for streams unless they seem to have some local impact, but rivers are another story. I'm still pondering that.

Any feedback on gameplay from anyone?

Re: Left Unsupervised Map Mod

Posted: Mon Dec 12, 2022 11:29 pm
by JohnOs
I am looking forward to it.

I have some questions about the size of the map and when to zoom in on it. The first screenshot is at the default scale of 30%. As you can see you can barely see the icons.

map test 3.png
map test 3.png (3.48 MiB) Viewed 4046 times
The next screenshot is set at 100%.

map test 2.png
map test 2.png (3.59 MiB) Viewed 4046 times
The last screenshot is set at 200% which is as far as you can zoom in. My question is how will it look with bridges on the map?

map test 1.png
map test 1.png (2.96 MiB) Viewed 4046 times

Re: Left Unsupervised Map Mod

Posted: Tue Dec 13, 2022 4:51 pm
by 22sec
I'm usually overly ambitious with map size, but how else are you suppose to find one's limit? It's a dilemma because I really like the 200% scale and the detail we can get at 7.8125m/pixel, but putting "new toys" on the bigger maps fascinates me too.

If I was to do something more than concept maps, like adding commercial quality detail, I would reduce the size somewhat.

I think for a more modern engine/sim the possible map size should be expanded even more to capture the long range strike nature of warfare as we move deeper in to the 21st Century.

There is no way around editing the details needed for water and road networks. That effects size too.

Re: Left Unsupervised Map Mod

Posted: Wed Dec 14, 2022 3:53 am
by 22sec
trueelev.jpg
trueelev.jpg (1.25 MiB) Viewed 4269 times

Re: Left Unsupervised Map Mod & Scenario too??

Posted: Thu Dec 15, 2022 2:34 am
by 22sec
Trying to put something together while I have a second for anyone interested. Good progress this evening.
Test.jpg
Test.jpg (1.39 MiB) Viewed 4271 times

Re: Left Unsupervised Map Mod

Posted: Thu Dec 15, 2022 2:39 pm
by CapnDarwin
Let us know when you break the game at that size. I am curious to see how big things can get and the impact on game play with many units.

Re: Left Unsupervised Map Mod

Posted: Thu Dec 15, 2022 4:20 pm
by 22sec
CapnDarwin wrote: Thu Dec 15, 2022 2:39 pm Let us know when you break the game at that size. I am curious to see how big things can get and the impact on game play with many units.
I’m good at breaking things.

Re: Left Unsupervised Map Mod

Posted: Thu Dec 15, 2022 4:59 pm
by WABAC
22sec wrote: Thu Dec 15, 2022 4:20 pm
CapnDarwin wrote: Thu Dec 15, 2022 2:39 pm Let us know when you break the game at that size. I am curious to see how big things can get and the impact on game play with many units.
I’m good at breaking things.
Not much on testing these days. But if you have something to play, I'll see if I break it. :)

Re: Left Unsupervised Map Mod

Posted: Tue Dec 20, 2022 8:21 pm
by 22sec
Version 2 is now linked in the thread's first post.

Biggest changes; each hex is an average of the underlying elevation data with no terrain levels and improved roads and some water.

Example:
trueelev.jpg
trueelev.jpg (1.25 MiB) Viewed 4219 times

Re: Left Unsupervised Map Mod

Posted: Tue Dec 20, 2022 8:51 pm
by JohnOs
Unable to download the new map, version 2. Asking for access permission.

Re: Left Unsupervised Map Mod

Posted: Wed Dec 21, 2022 3:49 am
by 22sec
Fixed the access to the link.

Re: Left Unsupervised Map Mod

Posted: Sun Dec 25, 2022 4:00 pm
by ctcharger
Thanks for posting! If a Soviet Division has a frontage of 20KM, we could fit 2 such divisions on the map with Corp and Army assets to match. Sound right? I would also like to create something to replicate GDW's Assault scenario generation system and I believe I need a large map to park units away from the action that aren't selected.

Re: Left Unsupervised Map Mod

Posted: Wed Dec 28, 2022 3:46 pm
by 22sec
ctcharger wrote: Sun Dec 25, 2022 4:00 pm Thanks for posting! If a Soviet Division has a frontage of 20KM, we could fit 2 such divisions on the map with Corp and Army assets to match. Sound right? I would also like to create something to replicate GDW's Assault scenario generation system and I believe I need a large map to park units away from the action that aren't selected.
I'm trying approximately brigade versus brigade meeting engagement. It's a little slower, and the sides aren't in contact yet. We will see what happens and how it handles the load.

I will say issuing orders to large units with the formation orders (Ctrl+Left Click), and correct SOP's is fun and very rewarding. There is potential there....

Re: Left Unsupervised Map Mod

Posted: Sat Jan 28, 2023 8:35 pm
by 22sec
Version 3
Road network completed.
Water added. Still working through the process though to determine what works best.
Reduced size down to 30km x 25km.

Now in first post.

Re: Left Unsupervised Map Mod

Posted: Sat Jan 28, 2023 8:54 pm
by 22sec
MapMod5.jpg
MapMod5.jpg (1.67 MiB) Viewed 3708 times

Re: Left Unsupervised Map Mod

Posted: Tue Jan 31, 2023 1:51 am
by 22sec
Attached in the first post is a scenario to go along with the map. It's designed to be played as the US forces only at this point. It's a fresh take on the second scenario "The Kitchen Sink" in the game's East German campaign. As the US, your job is to hold the line from a regimental assault by an EG tank regiment. As always, love to hear feedback.

Re: Left Unsupervised Map Mod

Posted: Tue Jan 31, 2023 2:11 am
by Jarosak
Hi mate where to put those files? I would like to try to play it thank you

Re: Left Unsupervised Map Mod

Posted: Tue Jan 31, 2023 2:48 am
by 22sec
Jarosak wrote: Tue Jan 31, 2023 2:11 am Hi mate where to put those files? I would like to try to play it thank you
In the My Games\Flashpoint Campaigns Player Files\Modules\FCSS\Map and My Games\Flashpoint Campaigns Player Files\Modules\FCSS\Scenarios.