PanzerKrieg Map Mod (DISCUSSION)

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Keunert
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RE: Board Game Map Mod (WiP)

Post by Keunert »

woods: maybe there should be more of the hex's basic background colour and trees like abstracted symbols instead of naturalistic drawings. like your swamps?
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Redmarkus5
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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

ORIGINAL: Keunert

woods: maybe there should be more of the hex's basic background colour and trees like abstracted symbols instead of naturalistic drawings. like your swamps?

Yes I tried that with trees like Fire in the East - I guess that's what you are thinking about (see image). Swamps are easy - just straight lines, but making nice looking tree shapes on the PC was hard and I had too many other tasks.

We can adjust this once the big jobs are completed, but I actually like the DC trees.

I can make an optional tree mod that you can activate in JSGME...

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fredmn
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RE: Board Game Map Mod (WiP)

Post by fredmn »

Very nice. With the woods tiles of v1.3, it is very pleasant. Bravo !
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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

ORIGINAL: fredmn

Very nice. With the woods tiles of v1.3, it is very pleasant. Bravo !

Thanks. I will try to keep to those colour tones going forward.
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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

I Googled 'Steppe Hex Graphic' and hit number 4 was my Mod thread LOL. Not encouraging if you are looking for inspiration!
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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

Scattered small farms to break up the monotony further. Should I make these standard or ALT graphics in the Mod?

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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

ORIGINAL: Keunert

woods: maybe there should be more of the hex's basic background colour and trees like abstracted symbols instead of naturalistic drawings. like your swamps?

Traditional board game forests. Which is better?

Personally, I like this look, but we have to lose the farms because they clash with the transparent forests.

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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

This is how it ended up at the three zoom levels.

I decided to make this my default set as it is closer to a board game look. Also, the simpler graphics seem to make the game load faster.

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Keunert
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RE: Board Game Map Mod (WiP)

Post by Keunert »

^i love it!
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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

I aim to please! I am back at work in the morning, so I will have less time to work on this.

I do have things left to fix (and I found and fixed a big winter/mud graphics problem in the mountain hexes) so I am uploading Version 2.0 now in a more user friendly download and install format - just one file to download, numbered install file sequence.
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RE: Board Game Map Mod (REL)

Post by jjdenver »

Oh hells ya. I love this mod. I like clean, simple graphics. The graphics that come with the game are really annoying, cluttered, and distracting. It's hard to play. I'm always clicking on hexes to see what terrain they are instead of thinking about strategy.

Please do mod all levels I'll totally use it.

Also any hex that overlaps its' graphic into the next hex (like the mountain hexes pictured early in the thread) it would be great if you can mod them to be cleanly within their own hex and not overlap into another hex.

Early in the thread it looks like you have screenshots of cities that lap over their hex and party into another hex. If those are just plains/clear hexes then I'd really vote for cleaning up that overlap - it's just confusing if the graphics from one hex bleed into another. I have no idea who ever started to think that's cool - it's just confusing.

As for the scattered farms you asked about I vote "no". The point of these graphics mods is to reduce complexity of the graphics and let us focus on the strategy - so farms all over the place are just distracting if they have no meaning in the game.

Last, if I want the latest and greatest of this mod where do I get it? It's a bit confusing reading through the thread to figure out where the latest download(s) is.

Thanks!
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RE: Board Game Map Mod (REL)

Post by budd »

Thx Redmarkus,

Great looking work.Thanks for putting the time in. For jjdenver here's the direct link to the thread of downloads tm.asp?m=3147536

Redmarkus i think the mod folders are one too many deep. I unzipped directly into my mod folder and it came out with just the main mod folder not the 1-5. All i had to do was go into your mod file and copy the 5 folders into the JSME mod folder directly, no big deal but others might need to know. One question i have is once i load the base green map and then load the tan one it says it will over write the green map files, my question is can i go right back to green map by unloading the tan addon? or do i have to unload both then reload green map. Another question, will the map automatically go white with the season, re: the images of your snow map. Thx again.
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RE: Board Game Map Mod (REL)

Post by FroBodine »

Where do I unzip the smaller cities extra file to? Your latest message says it was missed in the 2.0 zip, and is a separate download.

But, there are no instructions as to where to unizp it? Please advise.

Great stuff!!!
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

Hi JJ. Thanks.

All three levels are now modded and most overlaps are removed. I left the mountain ones there because it actually looks worse when you remove those. One option is to go to a plain dark brown mountain hex.

Sorry if the thread was confusing - I worked on this about 20 hours per day for almost a week as I am back at work from today... So my eyes were tired! There is a separate thread for downloading PanzerKrieg map mod.
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

ORIGINAL: jglazier

Where do I unzip the smaller cities extra file to? Your latest message says it was missed in the 2.0 zip, and is a separate download.

But, there are no instructions as to where to unizp it? Please advise.

Great stuff!!!

Hi. Sorry about that.

Budd, I won't see my PC till tonite and I don't want to confuse by naming the wrong folder. Are you able to answer for me? Thanks!
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Keunert
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RE: Board Game Map Mod (WiP)

Post by Keunert »

is there a text file included with an explanation how to install it that will be understandable for a electronics idiot like me?
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RE: Board Game Map Mod (REL)

Post by budd »

ORIGINAL: redmarkus4

ORIGINAL: jglazier

Where do I unzip the smaller cities extra file to? Your latest message says it was missed in the 2.0 zip, and is a separate download.

But, there are no instructions as to where to unizp it? Please advise.

Great stuff!!!

Hi. Sorry about that.

Budd, I won't see my PC till tonite and I don't want to confuse by naming the wrong folder. Are you able to answer for me? Thanks!

Here you go, this is just for the small cities mod. After unzipping into the folder, to play them click load scenario and pick one. I'm big on visuals

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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

WIP - next release of mod

1. Good news:
- Cleaner city graphic taken from WtP folders and modded
- City and town names changed to black font and moved so that they are next to the city and not on top of the graphic
- River names shifted to be more visible and the word 'River' added to each.

2. Bad news:
- Each map will have to be modded individually.
- I will mod the Case Blau Full scenario, but I need someone to come on board and mod a second one. 2nd Kharkov to start, as a learning mechanism.

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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

Some more changes and one key one - I added Airfields next to every major city because I couldn't figure out why they don't support air units.

I also removed the Town graphic, so now we just see the 'dot' at all zooms. Cleaner.

Willie Pete has now modded the Case Blau Full scenario with close-to-historical units and I have edited the Events to remove most of the randomisation of OOBs for said scenario. The modded map you see below is for the same.

So, soon we will release Version 3 of PanzerKrieg, including the new Operation Blau (once play tested a bit).

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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

If you think there are any important towns or cities missing from the scenario map, now is the time to speak up so they can be added in 3.0. Please provide the type, name and hex ID.
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