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RE: Map Mod Information
Posted: Thu Dec 02, 2004 4:56 am
by Admiral Scott
I'm dying to see and use this map!
When I try going to the map mod page, its blank.
Wouldnt games in progress have to be restarted?
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:08 am
by Don Bowen
ORIGINAL: Andrew Brown
I have added (from memory):
Pacific:
Ocean Island (haven't added base yet but it is on the map. I need to come up with some values - anyone got UV loaded???
Bora Bora and Papaete in the Society Islands. (anyone got recommended values??)
Andrew
Bora Bora is an atoll of volcanic origin. The reef is 1 to 1 1/2 miles wide with a number of small, low barrier islands. A single natural passage through the reef had been expanded by the French, using dynamite, and led to two excellent sheltered anchorages - Teavanui Harbor and Fanui Bay. Unloading facilities initially consisted of a long wooden wharf (apparently in Fanui Bay), built pre-war. Additional wharfs were constructed by the American garrison using coconut log frames filled with coral and stone. A large refueling station, complete with additional piers, storage tanks, support facilites, etc were "quickly constructed". A 6000 foot army airfield and an aircraft assembly depot were constructed on one of the low, flat islands in the barrier reef.
Don't know exactly how to convert this to standard WITP values, but I would guess an initial port of 1-2 with a max of 3 or 4. Airfield 0 with max of 3.
Data is from "World War II Pacific Island Guide - A Geo-Military Study" by Gordon L. Rottman - ISBN 0-313-31395-4. and "Bogged Down in Bora Bora" by Ervan F. Kushner (an officer in the Garrision).
Unfortunately there is no data for Tahiti as no U.S. forces were stationed there.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:13 am
by worr
ORIGINAL: Andrew Brown
For a start it doesn't make sense - how does a unit benifit from a North-South rail line to move 60 miles East or West, through jungle, in a single day?
Probably because you don't have to move "through it" to fight what is in it.
You might only have to approach the edge to engage the battle. Hexes represent a lot of terrain, yet when you enter the hex it is considered that you are engaged even if the opponent is on the far side of that same hex going the same way. No way around that.
Worr, out
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:14 am
by worr
Can someone post a pic?
Worr, out
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:17 am
by Cap Mandrake
Wow...that is an ambitious project.
How exactly do you modify the internal map geometry? I can see repainting things in the .bmp file, but this is a whole 'nuther kettle of tea.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:18 am
by Andrew Brown
ORIGINAL: Admiral Scott
I'm dying to see and use this map!
When I try going to the map mod page, its blank.
Wouldnt games in progress have to be restarted?
That is odd, the link is working for me at the moment.
And yes you would definitely need to start a new game with the map. Also, since it is a 'global' change, it would be a bit if a hassle to swap between two games, one with the modded map and one with the original. You will have to exit the game, copy in/out the map art files and the map data file, then restart the game and load/start the new scenario.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:22 am
by Andrew Brown
ORIGINAL: worr
Can someone post a pic?
Worr, out
The pics are on the page I linked to (well, a page linked from that page), but here 'tis:
(Note that the map has been updated slightly since this image was created)

RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:26 am
by Admiral Scott
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:31 am
by Cap Mandrake
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:31 am
by Admiral Scott
Andrew, how were you able to get the distances more accurate overall better than matrix?
Maybe matrix should be consulting you on future maps.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 5:35 am
by Admiral Scott
How about posting some close up pics of the map.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 6:00 am
by Andrew Brown
ORIGINAL: Cap Mandrake
Ditto that
Sorry!
I just checked the page in IE and you are right - it is blank. I use Firefox and it is fine in that. I have found an error in the HTML code which is causing the problem. I won't be able to upload a fixed page for a few hours. I'll post here when it is fixed (or use Firefox [:'(])
RE: Map Mod Information
Posted: Thu Dec 02, 2004 7:42 am
by Andrew Brown
I have hopefully corrected the website now, so that it should be visible when using Internet Explorer. I can't test it yet because I don't use Windows when online, but I should be able to test it soon.
I have also added a link from the map mod details page (at the bottom of the page) to a JPEG file showing a large part of the map - the part that covers North America. Please feel free to take a look and make comments/suggestions (good or bad).
Here is a direct link to the JPEG file:
member.melbpc.org.au/~akbrown/images/North_America.jpg
(Warning - 1.3 MB file)
RE: Map Mod Information
Posted: Thu Dec 02, 2004 8:04 am
by Tanaka
just curious but will you have anything like the flags in WITP to represent the bases???
RE: Map Mod Information
Posted: Thu Dec 02, 2004 8:09 am
by Bodhi
The flags are drawn over the map by the program using the bases info from the scenario database file. So, if you add a new base somewhere in the database, you'll automatically get a "flag".
RE: Map Mod Information
Posted: Thu Dec 02, 2004 10:31 am
by steveh11Matrix
Looks superb, Andrew.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 10:46 am
by bstarr
outstanding!
A question, though. How will this affect current scenarios? Will they all have to be rewritten or will the bases show up in the same coordinates?
RE: Map Mod Information
Posted: Thu Dec 02, 2004 11:38 am
by Raverdave
Well done mate................your "art" is not as bad as you led me to believe at the pub the other week.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 1:00 pm
by Andrew Brown
ORIGINAL: bstarr
outstanding!
A question, though. How will this affect current scenarios? Will they all have to be rewritten or will the bases show up in the same coordinates?
The scenarios have to be modified as well. I have written a script to do this automatically, though. I have not enetered ALL of the conversion data for the script yet but it is more or less done. The script should be able to be used to convert any scenario to the modded map.
RE: Map Mod Information
Posted: Thu Dec 02, 2004 2:56 pm
by Cap Mandrake
North America is fantastic. I like the Alcan highway...and just in case the Japs invade Manitoba from the North...they will not be able to cross lake Winninipeg from North to South [:)]
What gives with the fractured sea ice...any effect on game play?