Map height coding on Spearhead v Reich

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IronDuke_slith
Posts: 1385
Joined: Sun Jun 30, 2002 4:00 pm
Location: Manchester, UK

Map height coding on Spearhead v Reich

Post by IronDuke_slith »


Gents,

It looks to me as if the height coding on this scenario map is out. Darker areas seem to have lower Z numbers than the lighter areas. On the other maps, it seems the other way (as I understood it should be reading the manual).

Regards,
Ironduke
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simovitch
Posts: 5945
Joined: Tue Feb 14, 2006 7:01 pm

RE: Map height coding on Spearhead v Reich

Post by simovitch »

Good observation and I was wondering if this would be an issue. I chose to reverse the coloring for snow/ice showing lighter colors at the higher elevations to represent 'snowy' heights. This reversal never made it into the manual, which only describes the Normal/Mud/Quagmire conditions.

On maps with alot of height differential like "Advance to the Sure" the dark grey hilltops and white valleys just didn't look right so I flipped it. It comes into effect on all scenarios after the snowfall. I hope this doesn't cause too much confusion for the players.

simovitch

IronDuke_slith
Posts: 1385
Joined: Sun Jun 30, 2002 4:00 pm
Location: Manchester, UK

RE: Map height coding on Spearhead v Reich

Post by IronDuke_slith »

ORIGINAL: simovitch

Good observation and I was wondering if this would be an issue. I chose to reverse the coloring for snow/ice showing lighter colors at the higher elevations to represent 'snowy' heights. This reversal never made it into the manual, which only describes the Normal/Mud/Quagmire conditions.

On maps with alot of height differential like "Advance to the Sure" the dark grey hilltops and white valleys just didn't look right so I flipped it. It comes into effect on all scenarios after the snowfall. I hope this doesn't cause too much confusion for the players.


My call would be to change it back. The maps are more than eye candy here, although I understand the aesthetic argument. Units positioning, movement etc, are all often directly governed by the terrain and one way or the other, I would just suggest consistency. All one way or all the other. Interpreting the maps is crucial to success, so it needs to be as straightforward and simple as possible.

Just my opinion.

Regards,
IronDuke
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