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Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: WitP-AE Topo Map Project
Hey chemkid, I will look at it soon. Still finishing up another Beta test, plus a PBEM, and of course work and family. Can't wait though. GP
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"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
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RE: WitP-AE Topo Map Project
Artistic perfection! I give it a full 10 out of 10 worship smilies... [&o][&o][&o][&o][&o][&o][&o][&o][&o][&o]
Did catch one typo though, the "Sumpson Desert" in Australia should be the "Simpson Desert".

Did catch one typo though, the "Sumpson Desert" in Australia should be the "Simpson Desert".

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- LargeSlowTarget
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RE: WitP-AE Topo Map Project
Awesome! You should be awarded a DSO!
RE: WitP-AE Topo Map Project
The map is great, but I have one caveat - the land colours look too desaturated for my liking.
RE: WitP-AE Topo Map Project
The map is great chemkid, but is there any way to release it without any hint of the hexes on it? (or the shaders on the deep sea hexes). I really prefer to play the game without any hexes showing at all, no matter how faint. It does not take away from the quality of your work, you did an excellent job.
I understand if its too much work.
I understand if its too much work.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
- Treetop64
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RE: WitP-AE Topo Map Project
Bookmarking this thread.
Amazing how you were able to make the roads and rail "work" with the realistic relief of OZ. I was worried about that, but it seems you pulled it off. Hope it works equally well against other types of terrain features (jungle, etc).
We know you're working on it, but it will be interesting to see how the different types of land hexes (urban, developed, rural, etc), as well as deep and shallow water areas turn out. It will be difficult to do this with realistic looking maps, I'm sure. Good luck! [&o]
Amazing how you were able to make the roads and rail "work" with the realistic relief of OZ. I was worried about that, but it seems you pulled it off. Hope it works equally well against other types of terrain features (jungle, etc).
We know you're working on it, but it will be interesting to see how the different types of land hexes (urban, developed, rural, etc), as well as deep and shallow water areas turn out. It will be difficult to do this with realistic looking maps, I'm sure. Good luck! [&o]

RE: WitP-AE Topo Map Project
Truly a work of art.
This map is compatible with DaBabes---RIGHT? Cannot wait to use it in my Mods!
This map is compatible with DaBabes---RIGHT? Cannot wait to use it in my Mods!

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: WitP-AE Topo Map Project
Hi Chem. I'm afraid I mucked up your panel 23. I changed the road orientation and got rid of the "spurs" from Buna and Moresby. The roads are "tracks" now and aren't good enough for a pretty yellow line. I have your map and I'll tweak your panel 23. I'll post it here and also put it in a zip that you can download. Only other thing that has graphics implications is on panel 15. The road from Mersing west to Kluong is a secondary now, not a primary. So you may want to use a skinny road for that.
That's about it. Just wanted to keep you up-to-date. Ciao. John
That's about it. Just wanted to keep you up-to-date. Ciao. John
Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
Yippy Ki Yay.
RE: WitP-AE Topo Map Project
Awesome effort! Though to add one small request, as someone mentioned, there could be a version available with a shade or two darker/more saturated colours if that's not too much of a problem 

RE: WitP-AE Topo Map Project
Please let me know once John has sent you the corrected panel. Will give it a download and check it out.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: WitP-AE Topo Map Project
Hi Chem. I modified your panel 23 to make it compatible with the latest version of the Extended Map (posted today). This is what it looks like. Even a 1 panel zip file is too big to attach, so I’ll pm you with my modified zip of WPEN23.bmp (Whoops, ok, even bigger than allowed by pm, so sent you an email).
Ciao. John

As I mentioned in the other thread, it was just too lame to try and do dotted line stuff for "tracks", so I got rid of the road symbols entirely. Players can just use the R key [8D]. Put some Mtn terrain graphics in the Kokoda hex to conform with the new Mtn-Tropical coding. Hope you don't mind. John
Ciao. John

As I mentioned in the other thread, it was just too lame to try and do dotted line stuff for "tracks", so I got rid of the road symbols entirely. Players can just use the R key [8D]. Put some Mtn terrain graphics in the Kokoda hex to conform with the new Mtn-Tropical coding. Hope you don't mind. John
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Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
Yippy Ki Yay.
RE: WitP-AE Topo Map Project
LOOKS GREAT! 




Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: WitP-AE Topo Map Project
Had a chance to use the '2nd preview' version now - thanks, chemkid! - and agree with a couple of the commentators above who'd like to see a slightly more colour-saturated version, maybe even a shade darker in tone would also help balance it out. Much of the terrain seems a little too tan and bright at the moment. Anyone else found that? Ocean dots are still my preference to hexes, but other than that, overall great 

RE: WitP-AE Topo Map Project
chemkid, I love the detail on this map! I do agree with Lasarian above that the colors need to be more color-saturated and darken the overall terrain appearance.
Thanks for the hard work on this.
Daryl
Thanks for the hard work on this.
Daryl
RE: WitP-AE Topo Map Project
I am aware that opinions are like a*******, but personally I like the map exactly the way it is currently. The saturation is perfect to make the base/ship icons stand out from the background in terms of contrast.
