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RE: Map Making Steps

Posted: Mon May 27, 2013 8:26 pm
by Mad Russian
Keep in mind that water sources usually start in higher elevation and flow downhill from there. So, if the terrain elevation is right on the line I put a water source at higher elevation. Just because it feels, and looks, right.

Good Hunting.

MR

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RE: Map Making Steps

Posted: Mon May 27, 2013 8:30 pm
by MikeAP
I just learned how to manually bend rivers/roads in HexDraw. Doh!

RE: Map Making Steps

Posted: Mon May 27, 2013 8:33 pm
by Mad Russian
Bringing roads together in HexDraw can get interesting at times when it automatically morphs them for you. Whether or not you want them morphed.

On a normal map, the road net takes me the longest to create of any part of making a map. Mainly because you can only do 4 hexes of road at a time in HexDraw.

Good Hunting.

MR

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RE: Map Making Steps

Posted: Tue May 28, 2013 12:45 am
by Mad Russian
Once I have the elevations done I use the terrain map to draw in all other features.

To do this I set the Transparency at the second setting from the left and I put Zoom almost centered under the white transparency box. I want just enough of the underlying map to show through to see where I need the road net. If I need to I can add more transparency to see what I need to do.

When creating the road net I want right down as close as I can get when it comes to lining up the ends of the road net. I usually am at maximum zoom or at the location shown in the screen shot.

Good Hunting.

MR

Good Hunting.

MR

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RE: Map Making Steps

Posted: Tue May 28, 2013 12:47 am
by Mad Russian
Then I start to place and form the roads. Each road section has 4 set points you can use to move them. Stream/river sections have the same 4 set points.

When doing roads or rivers that go through hexsides I make sure that I get a clean identity for the hex. I do not want the AI to have to determine which hex it is in if it goes down a hexspine. Make your roads and rivers cross a single hexside.

Good Hunting.

MR

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RE: Map Making Steps

Posted: Tue May 28, 2013 12:53 am
by MikeAP
The roads are time consuming but worth it. They look much better with natural curves.


I wish there was a better way to outline hills. When hexes start to fill up, hills can get lost or difficult to see. Maybe an outline around them? You can also shape the outlines with natural curves.

RE: Map Making Steps

Posted: Tue May 28, 2013 2:55 am
by Mad Russian
FPC has an LOS tool in the game that can help to show where the height obstructions are if they get too hard to determine.

Hill outlines have been discussed.

At the moment structuring the terrain to show the hills was determined to be the best answer.

Good Hunting.

MR

RE: Map Making Steps

Posted: Tue May 28, 2013 10:24 am
by Jamm
Question:
Are the farmland tiles just for window dressing, or do they have a modifier?

RE: Map Making Steps

Posted: Tue May 28, 2013 10:27 am
by Mad Russian
Nothing on the map is window dressing. Everything has a modifier.

Good Hunting.

MR

RE: Map Making Steps

Posted: Wed May 29, 2013 6:52 am
by Koesj
Let me get this straight because I'm afraid I'm a bit confused: HexDraw is only there to create an image file, the visual representation of the map, whose modifiers, the map's values so to speak, have to be added in-game or in a proprietary editor seperately, right?

As in: I can just do my own magic in Illustrator, which is of course vector based, and output a file at the appropriate size?

RE: Map Making Steps

Posted: Wed May 29, 2013 9:12 am
by CapnDarwin
@Koesj - Yes, As long as you have a map with the proper scaled size and hex locations (where the hexes line up), you can bring that image into the game's Map Values Editor and add the necessary sets of map values needed by the game. Once you have the correct hex grid overlay set to the proper size and scale you can go crazy making map images. More details will of the process will be in the game documents and we can talk a bit more about it on the forums. [8D]

RE: Map Making Steps

Posted: Wed May 29, 2013 11:40 am
by benpark
I'm not a post 1945 gaming fan, but I'll try nearly anything with a map maker.

It might be helpful to have an "export hex grid" as the appropriate image format (or .png for transparency) from the editor (at the size of the set map). This would allow any program (Photoshop, Illustrator) to edit the files.


RE: Map Making Steps

Posted: Wed May 29, 2013 11:45 am
by MikeAP
ORIGINAL: benpark

I'm not a post 1945 gaming fan, but I'll try nearly anything with a map maker.

It might be helpful to have an "export hex grid" as the appropriate image format (or .png for transparency) from the editor (at the size of the set map). This would allow any program (Photoshop, Illustrator) to edit the files.

I did just that for Photoshop. I will release it when the game is released, and I can confirm that the scale is correct.

RE: Map Making Steps

Posted: Wed May 29, 2013 1:57 pm
by Mad Russian
Nice to see you in here Ben!

As you know I'm a HUGE FAN of your work!! [&o] [&o]

This series won't stay post 1945 for very long.

Good Hunting.

MR

RE: Map Making Steps

Posted: Wed May 29, 2013 1:58 pm
by Mad Russian
The reason I'm using HexDraw as the example of how to create a map is simply because that's what I used.

I already owned HexDraw when I joined this project so it was easy for us to use a standard format to get the basic maps for the game done. Especially because I planned to do so many of them for this game.

Once the rest of you start making maps mine are going to look like they were made by a child in Kindergarten. [X(]

Good Hunting.

MR

RE: Map Making Steps

Posted: Wed May 29, 2013 5:49 pm
by benpark
ORIGINAL: Mad Russian

Nice to see you in here Ben!

As you know I'm a HUGE FAN of your work!! [&o] [&o]

This series won't stay post 1945 for very long.

Good Hunting.

MR

You as well, old friend.

Despite my last statement, this looks very good. I also appreciate seeing the map making process.

RE: Map Making Steps

Posted: Wed May 29, 2013 6:24 pm
by Mad Russian
At least I've not been hounding you for map graphics this time around! [:D]

Good Hunting.

MR

RE: Map Making Steps

Posted: Wed May 29, 2013 11:19 pm
by Mad Russian
After applying the water obstacles I go in and rough up the water's path.

To do that I grab the adjustment point at the hex point and move the water away from the hex point - towards the center of the hex. That rounds off the turn. I can adjust all 4 points if I need to that will take the water obstacle in any direction or form I like it.

Good Hunting.

MR

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RE: Map Making Steps

Posted: Wed May 29, 2013 11:24 pm
by Mad Russian
What I do when I create a map is to paint a picture in essence.

I want my picture to be as believable and accurate as possible. Everything I do to my maps is with that in mind.

Good Hunting.

MR

RE: Map Making Steps

Posted: Thu May 30, 2013 12:01 am
by Mad Russian
When putting roads together HexDraw will 'help' you at times by morphing the road sections where it thinks you want them. To keep that from happening you have to learn not to run road sections too close before tying them together.

Good Hunting.

MR

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