Classic Map Mod v3 Released - Updated for 1.00.17.01
Moderator: AlvaroSousa
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DeletedUser1730987254
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- Joined: Mon Mar 04, 2019 11:01 pm
Classic Map Mod v3 Released - Updated for 1.00.17.01
Update:
Version 3 includes scenario and map changes up to 1.00.17.01
I've always liked my war games to look like board games, so I've made a mod for those of us who prefer the more classic style.
I've modified cities, roads and rail, icons, borders, sea-land edge, beaches, well everything. Hills and mountains have been done in a different style which required repainting the tiles on the map to suit. Because of this, the mod will only work with the provided scenario. The scenario is identical in gameplay terms, no terrain tiles have been changed from the original, only the tile graphics have been swapped.
For now I'm just releasing with the Europe 1939 scenario, but it is trivial to port the changes to any of the other base scenarios with a few clicks in the editor.
INSTALLATION:
Extract the contents of the main zip file below to %UserProfile%\Documents\My Games\WarPlan\Campaigns
Start a new game on the scenario named 'Europe 1939 - Classic Map'.
I would suggest using PHalen's excellent unit counters from https://www.matrixgames.com/forums/view ... 6&t=342482, they are shown in some of the screenshots below. The colour scheme works well with this map.
See the second post for alternate versions, just copy over the same files in the scenario folder.
DOWNLOAD:
Version 3
https://www.mediafire.com/file/i28trwfs ... 3.zip/file
SCREENSHOTS:
Version 3 includes scenario and map changes up to 1.00.17.01
I've always liked my war games to look like board games, so I've made a mod for those of us who prefer the more classic style.
I've modified cities, roads and rail, icons, borders, sea-land edge, beaches, well everything. Hills and mountains have been done in a different style which required repainting the tiles on the map to suit. Because of this, the mod will only work with the provided scenario. The scenario is identical in gameplay terms, no terrain tiles have been changed from the original, only the tile graphics have been swapped.
For now I'm just releasing with the Europe 1939 scenario, but it is trivial to port the changes to any of the other base scenarios with a few clicks in the editor.
INSTALLATION:
Extract the contents of the main zip file below to %UserProfile%\Documents\My Games\WarPlan\Campaigns
Start a new game on the scenario named 'Europe 1939 - Classic Map'.
I would suggest using PHalen's excellent unit counters from https://www.matrixgames.com/forums/view ... 6&t=342482, they are shown in some of the screenshots below. The colour scheme works well with this map.
See the second post for alternate versions, just copy over the same files in the scenario folder.
DOWNLOAD:
Version 3
https://www.mediafire.com/file/i28trwfs ... 3.zip/file
SCREENSHOTS:
Last edited by DeletedUser1730987254 on Sat Jul 30, 2022 11:16 pm, edited 3 times in total.
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DeletedUser1730987254
- Posts: 30
- Joined: Mon Mar 04, 2019 11:01 pm
ALTERNATE VERSIONS
ALTERNATE ELEVATION 1:
Topographic style where darker brown represents higher elevation.
DOWNLOAD:
https://www.mediafire.com/file/ikahmx9z ... 1.zip/file
ALTERNATE ELEVATION 2:
Topographic style where lighter brown represents higher elevation.
DOWNLOAD:
https://www.mediafire.com/file/fitsjg62 ... 2.zip/file
Topographic style where darker brown represents higher elevation.
DOWNLOAD:
https://www.mediafire.com/file/ikahmx9z ... 1.zip/file
ALTERNATE ELEVATION 2:
Topographic style where lighter brown represents higher elevation.
DOWNLOAD:
https://www.mediafire.com/file/fitsjg62 ... 2.zip/file
Last edited by DeletedUser1730987254 on Mon Apr 25, 2022 12:14 am, edited 1 time in total.
Re: Classic Map Mod v1 RELEASED
Excellent work. But, with mountain contours lighter tones generally indicate elevation. But understand the reason for the inversion. Could argue darker is greater 'density' or difficulty travelling through, equivalent to woods/ forrest.
Which gets me thinking, how are you separating the woods/ forrest tiles?
Which gets me thinking, how are you separating the woods/ forrest tiles?
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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DeletedUser1730987254
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- Joined: Mon Mar 04, 2019 11:01 pm
Re: Classic Map Mod v1 RELEASED
There's a few board games that use a similar approach to elevation, Liberty Roads is one. I think the inverse of this would probably be quite ugly. I had initially used a three tone system of brown, grey and white for the three levels which I thought looked pretty neat too.
I tried using little outcroppings in woods tiles to clarify them but found personally it was a touch too noisy, I think there's some screenshots in my WIP thread of this. Without the outcroppings, woods/forest are separated by how far the tree line enters the hex, once it covers about half the hex it's a forest.
I tried using little outcroppings in woods tiles to clarify them but found personally it was a touch too noisy, I think there's some screenshots in my WIP thread of this. Without the outcroppings, woods/forest are separated by how far the tree line enters the hex, once it covers about half the hex it's a forest.
Re: Classic Map Mod v1 RELEASED
Looks nice but I'd have to un-train my brain in order to stop seeing a flat world dotted with sinkholes! (As mentioned, elevation is usually depicted with a lighter shade.)

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DeletedUser1730987254
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- Joined: Mon Mar 04, 2019 11:01 pm
Re: Classic Map Mod v1 RELEASED
That's interesting. It appears that there are two camps on elevation. I've got a copy of Combat Commander here that uses darker colours to represent higher elevation, so it's not an unusual way to depict it.
What colour scheme would you use to represent it that way? Would the base map colour be a darker green or brown and move up from there? Or would it be better to use abstract colours instead that don't follow a gradient? I'm more than happy to make a different version for those inclined.
What colour scheme would you use to represent it that way? Would the base map colour be a darker green or brown and move up from there? Or would it be better to use abstract colours instead that don't follow a gradient? I'm more than happy to make a different version for those inclined.
Re: Classic Map Mod v1 RELEASED
Perhaps take a look at the command ops AAR's for colour schemes.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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DeletedUser1730987254
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Re: Classic Map Mod v1 RELEASED
I've quickly knocked up another couple of versions.
This is the current version with darker tones representing higher elevation/rougher terrain. Based on a bunch of board games and used in maps like this:
Greyish base map using lighter brown tones for height.
Green base map and lighter tones for higher elevation.
This is the current version with darker tones representing higher elevation/rougher terrain. Based on a bunch of board games and used in maps like this:
Greyish base map using lighter brown tones for height.
Green base map and lighter tones for higher elevation.
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DeletedUser1730987254
- Posts: 30
- Joined: Mon Mar 04, 2019 11:01 pm
Re: Classic Map Mod v1 RELEASED
And another that just colour codes the terrain type. The brown is probably too strong here though.
Re: Classic Map Mod v1 RELEASED
I like your WarPlan_l5Mbjd2fdg.jpg
But everyone is going to have a favourite.
Again excellent job.
But everyone is going to have a favourite.
Again excellent job.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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DeletedUser1730987254
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Re: Classic Map Mod v1 RELEASED
Cheers. I'll upload all three in the next day or two. I've reworked the colours of the terrain, and lowered the brightness of the base tiles and the ocean, it was just a little too glarey in play. I've figured out how to replace the AA markers so I'll make some that fit the theme and upload it. Nearly at the point where I can call this done.
An amateurs attempt at Paris, using PHalen's units. Their muted colours work well on this map for me.
An amateurs attempt at Paris, using PHalen's units. Their muted colours work well on this map for me.
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DeletedUser1730987254
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- Joined: Mon Mar 04, 2019 11:01 pm
Re: Classic Map Mod v2 Released
v2 out with some minor fixes and new AA guns. Updated main post and added some alternate versions to download.
Re: Classic Map Mod v2 Released
Great work on the AA guns, I'd never burrowed that deep into the game.
Are you modding this on GIMP or Photoshop?
Are you modding this on GIMP or Photoshop?
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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DeletedUser1730987254
- Posts: 30
- Joined: Mon Mar 04, 2019 11:01 pm
Re: Classic Map Mod v2 Released
Using Affinity Designer. Basically a subscription free version of Photoshop/Illustrator.
Re: Classic Map Mod v2 Released
great map! congratulations!
It really gives a boardgame feeling such as the East Front series Army group North/Center/South GMT games.
https://www.youtube.com/watch?v=kLQ3qGi_53I
They use the same mountain/hills and soft beige color for clear land terrain.
It really gives a boardgame feeling such as the East Front series Army group North/Center/South GMT games.
https://www.youtube.com/watch?v=kLQ3qGi_53I
They use the same mountain/hills and soft beige color for clear land terrain.
Re: Classic Map Mod v2 Released
Do you plan to develop new counter set too?
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DeletedUser1730987254
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- Joined: Mon Mar 04, 2019 11:01 pm
Re: Classic Map Mod v2 Released
Thanks.
No plans for a counter set right now, just using PHalens myself.
No plans for a counter set right now, just using PHalens myself.
Re: Classic Map Mod v2 Released
Fantastic Map Mod, true to retro, have you any plans for releasing a retro map mod for war plan Pacific?
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paulferris1964
- Posts: 21
- Joined: Sat Oct 15, 2005 5:11 pm
Re: Classic Map Mod v2 Released
If Alvaro updates the Europe 1939 .scn file, can that just be renamed and copied into the new Classic Map directory?
Thanks
Paul
Thanks
Paul
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Darrell999
- Posts: 130
- Joined: Mon Jun 05, 2006 11:54 pm
Re: Classic Map Mod v2 Released
sic8, I love this map! Is there any chance you might also use it for other scenarios (41-44)?
Or is there a way for us to put this map in other scenarios ourselves?
Or is there a way for us to put this map in other scenarios ourselves?
