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New map features
Posted: Thu Oct 02, 2014 11:34 am
by harry_vdk
I am starting a new series of maps.
Start from the coast of Holland to the German border near Arnhem.
And I find some uncovered map features.
1 - sand beach. (give no problem).
2 - harbour area. (how to prevent amphibious units from/to a Port quay) to high think?
3 - heavy industry area. (how to prevent heavy artillery and/or air-strike).
4 - [road]tunnels. Not only road-tunnels for crossing rivers but how to deal with mountain tunnels?

RE: New map features
Posted: Thu Oct 02, 2014 4:25 pm
by WildCatNL
Harry, great job mapping out the "Rotterdam" maasvlakte!
@4: not sure long tunnels (such as the 16km Gotthard mountain tunnel or the English Channel tunnel) are tactically relevant, since they are so easy to block and, in contrast to bridges, attackers cannot rely on fire support during their attack.
For the Rotterdam maas tunnels, you could either leave them out, or represent them as a bridge.
William
RE: New map features
Posted: Thu Oct 02, 2014 4:42 pm
by harry_vdk
The map is dates around 1985, (without the "slufterdam" and "vinex-location" but included a real "Ypenburg").
watwaswaar is great.
And on the site of
"PDOK" a nice 1:25000 scale map.

RE: New map features
Posted: Sat Oct 18, 2014 7:10 am
by harry_vdk
Question about map values.
What are reasonable visual and mobility values for this type of
map areas.
Personally I think of a visual=9 and mobility=6.

RE: New map features
Posted: Sat Oct 18, 2014 11:28 am
by CapnDarwin
Remember that the values are hindrances. 9 visibility would be like a city or heavy woods. Looking again, on my table, you may be right if I'm looking at a cramped industrial farm.
RE: New map features
Posted: Sat Oct 18, 2014 11:54 am
by harry_vdk
Its a industrial way of growing flowers and vegetable. sometimes the line of site trough a glasshouse is possible but most of the time the line of site is blocked.
RE: New map features
Posted: Sun Oct 19, 2014 5:43 pm
by WildCatNL
Harry, your values sound good to me, having visited that area full of green houses (and deep ditches) myself. The only thing you could argue is that once the fighting would start, visibility would improve with the glass being easily destroyed by any type of projectile. Destructible terrain, sadly, isn't covered by the engine.
William