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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Mad Russian
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RE: Maps

Post by Mad Russian »

And cut logs.

Good Hunting.

MR

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Mad Russian
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RE: Maps

Post by Mad Russian »

Not to mention firewood.

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MR

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The most expensive thing in the world is free time.

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Mad Russian
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RE: Maps

Post by Mad Russian »

And here is a village.

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MR

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The most expensive thing in the world is free time.

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Panzer Command Ostfront Development Team.
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Mad Russian
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RE: Maps

Post by Mad Russian »

More logs out by the cats.

Here kittie, kittie....

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: Maps

Post by Mad Russian »

As the Germans advanced further away from the border the expanse of the country opened up before them. This is a map of any area moved through by German troops on 23 June 1941.

There was a comment made that you couldn't see beyond 500 meters in the original games in the series. Here you can see a great deal farther than 500 meters. This is a 2km map.

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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: Maps

Post by Mad Russian »

One of the things Map Maker can do is auto generate things like trees. You can put a distance modifier for that particular texture and have it make orchards and rows of structures for you as well.

Here is an orchard at the top of the map. Just below it is a field with a randomly generated crop in it. Shown as grass. There were no minimum distances put in for the crop and you can see that it is very random. You determine the density of each auto generated structure that you add to the map.

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Panzer Command Ostfront Development Team.
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Mad Russian
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RE: Maps

Post by Mad Russian »

Here is a shot that shows the different kinds of texturing available in the game and what it looks like on the game map.

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MR

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Geordie
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RE: Maps

Post by Geordie »

Have you any shots of water?
rickier65
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RE: Maps

Post by rickier65 »

ORIGINAL: Geordie

Have you any shots of water?

here's one I happened to have. You can't see in a still shot, but the water is actually flowing. and you can set the speed and some other parameters using Map maker.

there is also a light drizzle coming down, but it doesnt show much unless you go into bino view. Its really a llight drizzle.

thanks
rick



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Mad Russian
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RE: Maps

Post by Mad Russian »

What you also can't see, in that shot, is the smoke rising from the chimney in that house, to left of the bridge. PCO has several motion effects in it. Things that have a constant motion to them during game play. Water, clouds and chimney smoke are just three of those.

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MR
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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Geordie
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RE: Maps

Post by Geordie »

I like that little smoke touch.  In fact its the fisrt thing I noticed when I looked at the pic, then I noticed the reflection of the bridge on the water.  Impressed I am Mad Russian.
 
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rickier65
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RE: Maps

Post by rickier65 »

ORIGINAL: Geordie

I like that little smoke touch.  In fact its the fisrt thing I noticed when I looked at the pic, then I noticed the reflection of the bridge on the water.  Impressed I am Mad Russian.

Show me more please!

I hate to disapoint, but I looked closer at the image and I think you're seeing the underwater bridge supports, not a reflection.

thanks
rick
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Mad Russian
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RE: Maps

Post by Mad Russian »

Ah yes, autumn, what a wonderful time of year. All those colors.....

Well, PCO thought so too.

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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: Maps

Post by Mad Russian »

This isn't much of a village as they go. But it's got a church and it sits on a crossroads.

The leaves tell a tale of winter coming soon. A bitter it would be in 1944/45 as the Germans fall back.

The Soviets are happy to return all the grief that their own people suffered with interest.

Here is one of the first German villages to be visited by Soviet combat troops.

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: Maps

Post by Mad Russian »

And some of the surrounding country side.

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: Maps

Post by Mad Russian »

Gotta love those colors.

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: Maps

Post by Mad Russian »

Now you see the grid.

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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: Maps

Post by Mad Russian »

Now you don't.

The way that PCO casts shadows the grid isn't as effective as it is in some other game titles. It still helps to determine how the terrain lays if you have a question.

Good Hunting.

MR

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Panzer Command Ostfront Development Team.
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gijas17
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RE: Maps

Post by gijas17 »

These maps look great and alive. I would like to see some more winter textures if possible. I love playing in the snow.
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RockinHarry
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RE: Maps

Post by RockinHarry »

Few questions. Is there a set amount of ground textures to use? Can these be modded? Hand painted in a paint program? What is the base mesh size in meters? Is there low LOD objects (simple billboards maybe) that one can use to thicken forest interiors? Is the static objects shadows rendered live, or a prerendered shadow map layer?
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