Rotated Maps for Scenario Conversions
Posted: Tue Mar 01, 2016 5:35 pm
Some old scenarios have multiple maps with 2 orientations:
regular and inverted. Richie61 has kindly provided 44
ASL 'like' maps in a standard orientation.
I'm attaching a zip file with 44 maps in the inverted
orientation for scenario design.
Install these maps just like the maps Richie61 provided.
I've kept the same naming convention. I just tacked on
the letter "i" at the end of each file name prefix.
Peter F., thanks so much for making TOTH. I had to pound
a few square pegs in round holes to do the map inversions.
Sometime in the future, low priority..., perhaps you could
extend the building palette to support inverted images of
the weird shaped buildings. This would give more pleasing
images for inverted maps.
Enjoy!
Inverted Map Notes:
First, TOTH maps are not strictly geomorphic. One can
examine the shape of the 10x33 hex grid and see it is
different under a 180-degree rotation. But, TOTH maps
are close to geomorphic. So, with some very mild
assumptions one can build a tool to re-map a regular map's
contents to an inverted form.
Such a tool can also substitute the road symbols for their
inverted analog. Usually. The current TOTH road palette
does not cover all possible instances of road connectivity.
For example, dirt road 42 does not have an inverted
version. (I substitute with dirt road 52.)
It is very easy to let the single-hex buildings re-map to
their inverted location without doing any graphics
substitution. Two-hex buildings can also be re-mapped
without graphics substitution. Three-hex and larger
buildings can sometimes be re-mapped without substitution
if they have a linear or "regular" shape. In the tougher
cases, one can, sometimes, substitute one building for
another building that have the necessary shape for the
inverted map. However, the TOTH building palette does not
cover all possible building shapes (and some buildings
cover up to 11 hexes).
For these very tough cases I had to "build" a building
from components. I always kept wood buildings as wood
and stone as stone. Also, I really tried to keep the
inverted building as large as the original (since
building size matters in ASL).
If you see some better choices that I missed, feel free
to let me know. Let me know the map #, hex numbers,
and your new, suggested palette entries for each hex.
All the best. (And game on!!)
*** The zip file has been updated to include the correct map # 19i ***
regular and inverted. Richie61 has kindly provided 44
ASL 'like' maps in a standard orientation.
I'm attaching a zip file with 44 maps in the inverted
orientation for scenario design.
Install these maps just like the maps Richie61 provided.
I've kept the same naming convention. I just tacked on
the letter "i" at the end of each file name prefix.
Peter F., thanks so much for making TOTH. I had to pound
a few square pegs in round holes to do the map inversions.
Sometime in the future, low priority..., perhaps you could
extend the building palette to support inverted images of
the weird shaped buildings. This would give more pleasing
images for inverted maps.
Enjoy!
Inverted Map Notes:
First, TOTH maps are not strictly geomorphic. One can
examine the shape of the 10x33 hex grid and see it is
different under a 180-degree rotation. But, TOTH maps
are close to geomorphic. So, with some very mild
assumptions one can build a tool to re-map a regular map's
contents to an inverted form.
Such a tool can also substitute the road symbols for their
inverted analog. Usually. The current TOTH road palette
does not cover all possible instances of road connectivity.
For example, dirt road 42 does not have an inverted
version. (I substitute with dirt road 52.)
It is very easy to let the single-hex buildings re-map to
their inverted location without doing any graphics
substitution. Two-hex buildings can also be re-mapped
without graphics substitution. Three-hex and larger
buildings can sometimes be re-mapped without substitution
if they have a linear or "regular" shape. In the tougher
cases, one can, sometimes, substitute one building for
another building that have the necessary shape for the
inverted map. However, the TOTH building palette does not
cover all possible building shapes (and some buildings
cover up to 11 hexes).
For these very tough cases I had to "build" a building
from components. I always kept wood buildings as wood
and stone as stone. Also, I really tried to keep the
inverted building as large as the original (since
building size matters in ASL).
If you see some better choices that I missed, feel free
to let me know. Let me know the map #, hex numbers,
and your new, suggested palette entries for each hex.
All the best. (And game on!!)
*** The zip file has been updated to include the correct map # 19i ***