Your Style Maps

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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thewood1
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RE: Your Style Maps

Post by thewood1 »

That is a beautiful map...I would love to test it or build a scenario on it.
rickier65
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RE: Your Style Maps

Post by rickier65 »

ORIGINAL: HintJ

....... my personal attempt at a cc map, but so far this is getting quite interesting.

If that screenshot was your first attempt - you're going to put any of my maps to shame. That looked good.

Thanks!
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JMass
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RE: Your Style Maps

Post by JMass »

Very nice! [:)]
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HintJ
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RE: Your Style Maps

Post by HintJ »

Thanks for the compliments, but you should know that the Megatexture is simply the same CC3 map I've been messing w/for awhile now--it isn't my artwork.
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junk2drive
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RE: Your Style Maps

Post by junk2drive »

I think we knew that. But it does look nice that it works. We assume you have made the underlying terrain map?
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HintJ
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RE: Your Style Maps

Post by HintJ »

ORIGINAL: junk2drive

I think we knew that. But it does look nice that it works. We assume you have made the underlying terrain map?

Yes, basically the main dirt road, buildings, added trees--that kind of stuff.

What I'd like to try is making a map using the stock textures, printing out a very light black and white version of the generated megatexture, coloring it by hand w/colored pencils or crayons, and then re-scanning it in for the megatexture.
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Mad Russian
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RE: Your Style Maps

Post by Mad Russian »

Add buildings last. They should be the last things on your structures list. Meaning they should be on the very bottom. If they're not select them and hold down the shift key select the name button and the check save button and place another building on the map. The delete the one that's not on the bottom of the list.

This will put all your buildings at the bottom of the list. This is the most important step in map making if there is a building and trees on the same map.

Good Hunting.

MR
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junk2drive
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RE: Your Style Maps

Post by junk2drive »

Roads need to be near the bottom too so that impassable tree areas don't bleed over on to the road.
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rickier65
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RE: Your Style Maps

Post by rickier65 »

ORIGINAL: junk2drive

Roads need to be near the bottom too so that impassable tree areas don't bleed over on to the road.

Actually roads are drawn on the map, not placed like structures. So you do need to watch the over-bleed, but I've found by checking the "c" box in mapmaker, it usually does a fair job of minimizing the overbleed, except for those trees that are hand placed next to roads.

Thanks
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junk2drive
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RE: Your Style Maps

Post by junk2drive »

OK I'm not a map maker but I remembered something about the roads. I thought it was the same list.
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Mad Russian
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RE: Your Style Maps

Post by Mad Russian »

Not the same list. Whatever structure you put on the map sits over the textures. Roads are textures and trees are structures so they will always overlay the roads.

We'll get into roads with my pictorial tutorial as we get down to finalizing the map. There are things we need to do to make sure our roads don't turn into forests and I'll go over that. It's a very simple fix.

Good Hunting.

MR
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Zakhal
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RE: Your Style Maps

Post by Zakhal »

ORIGINAL: HintJ

Hey MR, I know this is your thread and not just for my personal attempt at a cc map, but so far this is getting quite interesting.

Image
Thats one of the first cc east front maps? The hill with dugout looks very familiar. Overall really nice looking map.
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Thomm
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RE: Your Style Maps

Post by Thomm »

HintJ,

Fantastic!!

You are really making great progress!

And the beauty of the CC maps speaks for herself!

Best regards,
Thomm
benpark
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RE: Your Style Maps

Post by benpark »

The CC map looks really good in 3D. Great first effort.

A few things I might do to it-

-add actual wheat (through the grass system)
-change the "crops" to be more like plowed fields and add something that approximates the green growth
-add actual water
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HintJ
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RE: Your Style Maps

Post by HintJ »

ORIGINAL: benpark

The CC map looks really good in 3D. Great first effort.

A few things I might do to it-

-add actual wheat (through the grass system)
-change the "crops" to be more like plowed fields and add something that approximates the green growth
-add actual water

Yes, I would like to learn these things.

A few major issues w/cc maps:

(1) The scale isn't correct. Either the width or the height will be stretched or smashed a bit. There's no way I know of around this, so the units look either slightly too big or too small, depending on the map size.

(2) Map shadows are painted on CC maps and must be painted out or worked around. This is a time-consuming hassle.

(3) Trenches and foxholes must be painted over and replaced w/PC structures. This is similarly time-consuming like the shadows.

(4) Plants/grass/crops are definitely needed. Everything looks really good above ground level, but at ground level, everything looks very flat w/out plants.

For me this is now strictly a learning phase, and at some point, I'll start over and do the map correctly from start to finish.

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Mad Russian
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RE: Your Style Maps

Post by Mad Russian »

ORIGINAL: HintJ,

A few major issues w/cc maps:

(2) Map shadows are painted on CC maps and must be painted out or worked around. This is a time-consuming hassle.

(3) Trenches and foxholes must be painted over and replaced w/PC structures. This is similarly time-consuming like the shadows.

That's what they make a fill bucket for in your paint program.
(4) Plants/grass/crops are definitely needed. Everything looks really good above ground level, but at ground level, everything looks very flat w/out plants.

For me this is now strictly a learning phase, and at some point, I'll start over and do the map correctly from start to finish.

There's no rush. Take your time. Ask questions. Look at the tutorials and see what you can do and how to get the effects you want.

Good Hunting.

MR
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HintJ
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RE: Your Style Maps

Post by HintJ »

MR,

Is it possible to assign the trenches and foxholes already drawn on the CC map as trenches and foxholes in the MM? It would work like CMBB where they would still be flat but moving an infantry unit on top of them would give protection to units in the game engine, right?

If this is the case, I also assign the shell craters as "foxholes" (even though they technically aren't).

Just a thought, as it would be a shame to simply erase them.

edit-I could just paint over them in Paint.net w/the appropriate trenches or foxhole color for the MM like I did for the roads.
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Mad Russian
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RE: Your Style Maps

Post by Mad Russian »

Yes. You can put them on the map where they show.

Foxholes and trenches can be placed like any other structure. Just be sure to remember to click the 'x' box for 'feature cuts out terrain'.

Good Hunting.

MR
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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Mad Russian
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RE: Your Style Maps

Post by Mad Russian »

This is a topo map of an area that I'm about to do a scenario on.

You can see how much information is on this map and I can transfer all of it into MM.

Good Hunting.

MR

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The most expensive thing in the world is free time.

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Mad Russian
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RE: Your Style Maps

Post by Mad Russian »

Here's a glimpse at the saved locations I have on Google Earth. For when I have the time to make some new maps for PCO....[8D]

Good Hunting.

MR

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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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