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Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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derhexer
Posts: 251
Joined: Wed Sep 19, 2007 4:04 am

RE: WitP-AE Topo Map Project

Post by derhexer »

[;)]Chemkid, Matrix Games should hire you. You do great work with maps.
Chris
(Did you ever stop to think and forget to start?)
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John 3rd
Posts: 17627
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: WitP-AE Topo Map Project

Post by John 3rd »

DAMN! I just downloaded this and it is magnificent.

Well done Sir.
Image

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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Treetop64
Posts: 933
Joined: Tue Apr 12, 2005 4:20 am
Location: 519 Redwood City - BASE (Hex 218, 70)

RE: WitP-AE Topo Map Project

Post by Treetop64 »

Just installed the "Hexless" deepwater map...

Jaw-dropping. [X(]

Amazing work you've done. IMO the lack of urban areas is quite acceptable, as I was a bit turned off by the default map's over-representation of urban areas literally filling an entire hex - Wuchang definitely does not occupy 1600 square miles of real-estate (at least not in the 1940s)!

I'd like to make just one suggestion, however: national borders would be very helpful, especially for the East-Asia sections of the map (China/Hong-Kong/Kwangchowan, India, Burma, SE Asia, etc.).

Brilliant work. Thank you!

P.S. - The Yamato Damashii project shot looks fantastic. Can't wait to see what you do with that.
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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oldman45
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RE: WitP-AE Topo Map Project

Post by oldman45 »

I am going to put a +1 for national borders. Great work, been using one of your versions for a little while now and loving it!!!
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btd64
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RE: WitP-AE Topo Map Project

Post by btd64 »

chemkid sent me a standard topo map with boarders. It looks good. I am guessing he should be done soon. GP
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chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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Rainer
Posts: 1210
Joined: Tue Nov 21, 2000 10:00 am
Location: Neuching, Bavaria, Germany

RE: WitP-AE Topo Map Project

Post by Rainer »

Great work chemkid.
Is it possible to do the Borderline Update for
"Topo Map Project Pure (X)_u1 - no cues at all, pure topo map project / MAP STYLE = WITHOUT HEXES" ?
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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Rainer
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Joined: Tue Nov 21, 2000 10:00 am
Location: Neuching, Bavaria, Germany

RE: WitP-AE Topo Map Project

Post by Rainer »

Splendid. Thank you very much.
And you're certainly not lazy [:)]
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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Rainer
Posts: 1210
Joined: Tue Nov 21, 2000 10:00 am
Location: Neuching, Bavaria, Germany

RE: WitP-AE Topo Map Project

Post by Rainer »

I want people to understand what setup I'm using, especially when posting screen shots.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
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chazz
Posts: 143
Joined: Wed Apr 30, 2014 12:35 pm
Location: Australia

RE: WitP-AE Topo Map Project

Post by chazz »

I can't get the zip file to open. It keeps telling me to download it again.
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"If you're in a fair fight, then you didn't plan it properly" - Nick Lappos

"I can't afford to hate anyone. I don't have that kind of time!" - Akira Kurosawa
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chazz
Posts: 143
Joined: Wed Apr 30, 2014 12:35 pm
Location: Australia

RE: WitP-AE Topo Map Project

Post by chazz »

dbl post, sorry.
=================================

"If you're in a fair fight, then you didn't plan it properly" - Nick Lappos

"I can't afford to hate anyone. I don't have that kind of time!" - Akira Kurosawa
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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chazz
Posts: 143
Joined: Wed Apr 30, 2014 12:35 pm
Location: Australia

RE: WitP-AE Topo Map Project

Post by chazz »

Thanks for getting back.

UPDATE: I forked out the $$ for the current version of Winzip and switched to a different browser; was able to download and unzip your mod. For some reason my version of Firefox is autistic or something.

Very nice work!!

I can actually see my TF's better; gameplay much enhanced.

BRAVO ZULU.
=================================

"If you're in a fair fight, then you didn't plan it properly" - Nick Lappos

"I can't afford to hate anyone. I don't have that kind of time!" - Akira Kurosawa
Jace11
Posts: 106
Joined: Thu Aug 23, 2012 4:29 pm

RE: WitP-AE Topo Map Project

Post by Jace11 »

That new preview map looks very nice, particularly the road and rail networks, plus the colour scheme.

Cant wait to see how it turns out.
chemkid
Posts: 1238
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RE: WitP-AE Topo Map Project

Post by chemkid »

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cohimbra
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RE: WitP-AE Topo Map Project

Post by cohimbra »

Hei, don't forget to release the Yamato Damashii Map for us JFB! [:D]
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