Left Unsupervised Map Mod
Moderator: MOD_Flashpoint
Left Unsupervised Map Mod
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
Scenarios **Will not work if you are using Game version .6819 ** Will work with version .6819
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
Scenarios **Will not work if you are using Game version .6819 ** Will work with version .6819
Last edited by 22sec on Thu Feb 02, 2023 3:05 pm, edited 7 times in total.
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Re: Left Unsupervised Map Mod
Outstanding, I like the topo map better.
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Re: Left Unsupervised Map Mod
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?
Any feedback on gameplay from anyone?
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Re: Left Unsupervised Map Mod
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.
The next screenshot is set at 100%.
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?
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.
The next screenshot is set at 100%.
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?
Flashpoint Campaigns Contributor
Re: Left Unsupervised Map Mod
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.
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.
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Re: Left Unsupervised Map Mod & Scenario too??
Trying to put something together while I have a second for anyone interested. Good progress this evening.
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- CapnDarwin
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Re: Left Unsupervised Map Mod
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.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Re: Left Unsupervised Map Mod
I’m good at breaking things.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.
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Re: Left Unsupervised Map Mod
Not much on testing these days. But if you have something to play, I'll see if I break it.22sec wrote: ↑Thu Dec 15, 2022 4:20 pmI’m good at breaking things.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.

Re: Left Unsupervised Map Mod
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:
Biggest changes; each hex is an average of the underlying elevation data with no terrain levels and improved roads and some water.
Example:
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Re: Left Unsupervised Map Mod
Unable to download the new map, version 2. Asking for access permission.
Flashpoint Campaigns Contributor
Re: Left Unsupervised Map Mod
Fixed the access to the link.
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Re: Left Unsupervised Map Mod
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
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.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 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....
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Re: Left Unsupervised Map Mod
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.
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.
Last edited by 22sec on Tue Jan 31, 2023 1:51 am, edited 2 times in total.
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Re: Left Unsupervised Map Mod
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.
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Re: Left Unsupervised Map Mod
Hi mate where to put those files? I would like to try to play it thank you
Re: Left Unsupervised Map Mod
In the My Games\Flashpoint Campaigns Player Files\Modules\FCSS\Map and My Games\Flashpoint Campaigns Player Files\Modules\FCSS\Scenarios.
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