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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.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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PaxMondo
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RE: WitP-AE Topo Map Project

Post by PaxMondo »

CAn't wait to see the next iteration. The map looks fantastic! Great job ...
Pax
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Shark7
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RE: WitP-AE Topo Map Project

Post by Shark7 »

I have not commented here in a long time, but felt compelled to because of your map project.

It is nice, and something I'm looking forward to using.

However, as with PaxMondo, I can't even see the red lines on the map. I'm one of those ~22% that don't do so well with red and greens (plus a case of aging eyes to add to it). Unfortunately, the best bet is using colors that are highly contrasted against the background image. The yellows and blacks you used in the Sumatra map are good, I can easily distinguish those from the background.

Also, I notice that you've used some very faint diagonal black lines to differentiate the deep water from the shallows. This looks very good IMO and should work out fine.

Overall, I'm liking the look of this and will be utilizing is once you release it.
Distant Worlds Fan

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GreyJoy
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RE: WitP-AE Topo Map Project

Post by GreyJoy »

A:M:A:Z:I:N:G!!!!!
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John 3rd
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RE: WitP-AE Topo Map Project

Post by John 3rd »

Put me in COACH!
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
GaryChildress
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RE: WitP-AE Topo Map Project

Post by GaryChildress »

Coming along good. Looking great! Can't wait for the finished product! Image
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Lasarian
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RE: WitP-AE Topo Map Project

Post by Lasarian »

Have folks/chemkid settled on the best rd/rr combo yet? 1px dark grey for trails and 2px dark grey for roads seems better to me than a bright yellow trail & different colour for roads. The only colour difference you use imo should be between road and rail, else it starts to spoil that nice realistic map ;) Anyhow, I guess we can edit it ourselves to get the prefered combo once it's out. Will we be able to use the generic mod enabler to swap out the map from an existing campaign and replace it with this? I'm thinking of the 'Babes extended map art and data with SL' mod I use with R.A. 6.6.
chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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LoBaron
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RE: WitP-AE Topo Map Project

Post by LoBaron »

Looks amazing! Can´t wait to try this out!
Image
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Shark7
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RE: WitP-AE Topo Map Project

Post by Shark7 »

This is much better for me, as I can easily make out the roads and rails now.
Distant Worlds Fan

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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 have to add a "just amazing" to this thread. I too am looking forward to using this map. Thank you very much for sharing your talent with us.
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richlove
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RE: WitP-AE Topo Map Project

Post by richlove »

OK, that idea for the top-right is brilliant. If you managed to squeeze off-map distances or load / unload rates (or rearm sizes) somewhere, I would plotz.
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btd64
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RE: WitP-AE Topo Map Project

Post by btd64 »

ORIGINAL: chemkid

thank you for your feedback and your kind words!
here's one more version for the R&R with mixed line strengh (1px - 2px):

major railway = 2px black
minor railway = 1px black

main road = 2px yellow
secondary road = 1px yellow

rastered hexes are OD (ocean deep) hexes.
Will we be able to use the generic mod enabler to swap out the map from an existing campaign and replace it with this?
yes, of course. that's what i'm doing all the time.
Also, I notice that you've used some very faint diagonal black lines to differentiate the deep water from the shallows.
later, i'll give the WIF-style map (ocean dots and land hexes) a try but for now it's ok i guess...

Image

Even for my tired eyes this looks much better. I remember watching Happy Days when it first came out. Pretty cool. GP
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mikkey
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RE: WitP-AE Topo Map Project

Post by mikkey »

Amazing map chemkid. I look forward for WIF-style map.
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Lasarian
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RE: WitP-AE Topo Map Project

Post by Lasarian »

Looking good - just the ocean dots/land hexes to go and it'll be great.
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derhexer
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RE: WitP-AE Topo Map Project

Post by derhexer »

Black for RRs and yellow for roads is definitely much better.
Great job. I can hardly wait for the final version.
Chris
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Rising-Sun
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RE: WitP-AE Topo Map Project

Post by Rising-Sun »

Very good works you did there, yeah the map doesnt align with compass well. Tricky to do.
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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drw61
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RE: WitP-AE Topo Map Project

Post by drw61 »

Thanks for doing this chemkid, I'll give it a try.
GaryChildress
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RE: WitP-AE Topo Map Project

Post by GaryChildress »

Wow! Just did a quick install to test it and it looks AMAZING! You did an incredible job with the roads and rails chemkid! Your map actually looks better with them than without I think. [&o]
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