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Re: A hybrid map mod
Posted: Thu May 22, 2025 10:11 pm
by Bo Rearguard
gigglebottom wrote: Wed May 21, 2025 10:29 pm
Incidentally I may have figured out how to remove the hex overlay and I am working on hexless versions of these maps. More info to follow in good time.
Awesome!

Re: A hybrid map mod
Posted: Tue Jun 03, 2025 4:42 am
by gigglebottom
Hexless versions of all 4 maps now available for download in the respective folders of my dropbox.
Hex versions are named WPEHxx.
Non-hex versions are named WPENxx.
Let me know if you spot any errors.
Enjoy.
Re: A hybrid map mod
Posted: Tue Jun 03, 2025 4:46 am
by gigglebottom
thek3mu wrote: Thu May 22, 2025 9:14 am
@gigglebottom - great job! hope you had a fab time editing the map - soooo many details to take care of, right? thanks a lot!
[...] To those asking about a hexless version, I am sorry but it is highly unlikely.
I began this project editing the hex versions of the maps (I only play with hexes),
and it is too onerous to now remove the hex grid in retrospect. [...]
fyi, if you're bored and have some more time to spend on doing map work,
here's a link to some tools used for witpae mapmods, eg. the "witp-ae-GRID+DOT_pattern.zip" :
https://www.mediafire.com/file/qeea81h1 ... 1.zip/file
the rest is is linked from armchair dragoons forum here:
https://armchairdragoons.com/forum/inde ... 4#msg51624
enjoy!
Thanks for posting those links. These files are a great help.
So many details....I am cross-eyed

Re: A hybrid map mod
Posted: Sun Jun 08, 2025 1:24 am
by Tanaka
gigglebottom wrote: Tue Jun 03, 2025 4:42 am
Hexless versions of all 4 maps now available for download in the respective folders of my dropbox.
Hex versions are named WPEHxx.
Non-hex versions are named WPENxx.
Let me know if you spot any errors.
Enjoy.
Wow thanks for your efforts!
Re: A hybrid map mod
Posted: Mon Jun 09, 2025 2:27 am
by John 3rd
That is beautiful work Sir. Am going to use the Extended Map for my Mods. Well Done!
Re: A hybrid map mod
Posted: Mon Jun 09, 2025 10:39 pm
by gigglebottom
John 3rd wrote: Mon Jun 09, 2025 2:27 am
That is beautiful work Sir. Am going to use the Extended Map for my Mods. Well Done!
If there are any changes or specific requirements for your mods you would like to see on the maps, let me know and I will do my best to include them.
Re: A hybrid map mod
Posted: Fri Jun 13, 2025 2:29 pm
by LargeSlowTarget
Well done gigglebottom, excellent work! My new favorite map mod!
I have taken the liberty to modify the Solomons panel and pushed the island of Kolombangara into a separate hex because it is a dot base in my mod. For those who play Bottlenecks Mod, PM me if you want the modified WPEH24 panel (sorry, I play with hexes).

- KOLOMBANGARA.jpg (23.94 KiB) Viewed 852 times
Re: A hybrid map mod
Posted: Sun Jun 15, 2025 5:55 pm
by bristolduke
I am excited about the map, but when I load it I only see the oil graphics. Am I missing a step?
Re: A hybrid map mod
Posted: Sun Jun 15, 2025 7:29 pm
by IcemanTactics
I am having a issue that the dots are extremely tiny on my screen. How do I make them bigger like in your screenshots?
Re: A hybrid map mod
Posted: Mon Jun 16, 2025 8:57 pm
by LargeSlowTarget
IcemanTactics wrote: Sun Jun 15, 2025 7:29 pm
I am having a issue that the dots are extremely tiny on my screen. How do I make them bigger like in your screenshots?
See Platoonist's icon mod at
https://forums.matrixgames.com/viewtopi ... 8#p5028708
Re: A hybrid map mod
Posted: Mon Jul 14, 2025 6:25 pm
by Seacat54
Thank you for this!
Re: A hybrid map mod
Posted: Sun Aug 03, 2025 10:08 am
by zebrazwo
Excellent! My favorite map mod.
Do you know if this
https://drive.google.com/file/d/1UB3sVv ... drive_link is compatible with your mod ?
Edit: Question about stacking limits
Re: A hybrid map mod
Posted: Mon Aug 04, 2025 1:06 am
by John 3rd
Gonna use on my next campaign. Well done!
Re: A hybrid map mod
Posted: Thu Aug 07, 2025 3:53 pm
by Moltrey
Nicely done GB, kudos for your efforts and continued support!
Re: A hybrid map mod
Posted: Wed Aug 13, 2025 12:21 am
by gigglebottom
I am sorry for the delay in replying. Real life has interfered with my gaming time....
I think one of the beta versions of the map mods (depending on whether these files are for the stock or extended versions) should be compatible with these files.
The hybrid map mod is purely graphical, only editting the BMP (bitmap) files. The stacking limits are related to the data files, so I imagine the beta versions of the hybrid map mod will be compatible.
Regards,
GB
Re: A hybrid map mod
Posted: Wed Aug 13, 2025 12:25 am
by gigglebottom
bristolduke wrote: Sun Jun 15, 2025 5:55 pm
I am excited about the map, but when I load it I only see the oil graphics. Am I missing a step?
Apologies for the delay in replying. Did you solve this?
It should be a simple matter of downloading the BMP files for the map version you are interested in, then saving them in the ART folder (maybe backup the ART folder first). You will be asked to overwrite the existing files.
Then restart the game and the map should display as per the screenshots.
Regards,
GB
Re: A hybrid map mod
Posted: Sat Aug 16, 2025 7:04 pm
by ajarnlance
I love your map and it has got me wanting to do my own tinkering. I tried to find layers in the bmp file of the standard map using GIMP but it looks like it's all one layer. You mentioned adding layers in your post. Would you mind telling me how to do that, I would really appreciate it! Thanks, Lance
Re: A hybrid map mod
Posted: Sat Aug 16, 2025 11:49 pm
by gigglebottom
ajarnlance wrote: Sat Aug 16, 2025 7:04 pm
I love your map and it has got me wanting to do my own tinkering. I tried to find layers in the bmp file of the standard map using GIMP but it looks like it's all one layer. You mentioned adding layers in your post. Would you mind telling me how to do that, I would really appreciate it! Thanks, Lance
Hi Lance,
Firstly, if your computer can handle it, it may be easier to stitch all the individual map panels into a single large map image file. ie 1 file for the whole map, then split the map out again to their individual map panels when you are done editting. By doing this you are perfoming 1 edit across the entire map, instead of indvidually editing the 42 map panel files.
Like I stated in several other posts, this is not my original work and I used existing maps by other creators, and picked bits of their maps to stitch together the hybrid map mod. Thank you to those original creators. Chemkids work formed the basis so I started with his Yamamato rainy day. I then superimposed a layer of Makeelearns Victoriam map (
https://forums.matrixgames.com/viewtopi ... m#p4318955) itself based on Chemkids work, and adjusted colours, saturations etc. on both layers to my tastes. This help differentiate hex terrain, particularly swamp and clear hexes. I adjusted hue and saturation in the individual colour channels to bring out the blue in the sea, and the greens, reds and yellows on the land.
I then used chemkids files, including his fonts, to add and edit names, adjust transport networks etc. thek3mu posted links to these files on page 1 of this thread. The MAP FACTORY FLOOR folder has all the goods. I used some of these files as separate layers.
https://www.mediafire.com/file/qeea81h1 ... 1.zip/file
the rest is is linked from armchair dragoons forum here:
https://armchairdragoons.com/forum/inde ... 4#msg51624
I used Skacees maps to copy the industry markers as another layer
https://witpae-mod-page.webnode.cz/(the colour select tool in GIMP was helpful in copying these symbols).
Finally I added more layers to add the oil stains, anchor symbols, data tables, extra reefs, and various other edits and changes etc.
When done, I merged all the layers, cut the individual map panel images and exported each file. It is fiddly and time consuming....and would have been impossible without Chemkids original files. I am grateful he shared these files with the community.
When exporting the windows BMPs from GIMP: in compatibilty options, check the box "do not overwrite colour space information" and export as 24 bits R8 G8 B8.
Hope this helps.
GB
Re: A hybrid map mod
Posted: Sun Aug 17, 2025 4:51 am
by ajarnlance
Thanks so much for the useful tips!!! I am doing my own mod of the game (it will be able to use modern screen sizes and allow the player to zoom in and out much further, while also tilting the map in 3D). Could I use your wondeful map as the base map for my mod? I would give you credit of course. Best, Lance
Re: A hybrid map mod
Posted: Sun Aug 17, 2025 7:03 am
by gigglebottom
ajarnlance wrote: Sun Aug 17, 2025 4:51 am
Thanks so much for the useful tips!!! I am doing my own mod of the game (it will be able to use modern screen sizes and allow the player to zoom in and out much further, while also tilting the map in 3D). Could I use your wondeful map as the base map for my mod? I would give you credit of course. Best, Lance
No problems about using the hybrid map mod from my perspective, however credit should go to the original creators.
Your mod sounds incredible. What will be the purpose of tilting the map in 3d? Will you be including 3d terrain? And 3d task force icons?
At its heart, WITP AE is a top down, hex and counter wargame. A 3d map is intriguing.