But before we draw the map, we must have a source of information. Now, if you are using a board game, you’ll have its map as a source. Then it’s just a case of copying the hexes on the game board to the TOAW map. But, if you’re working from scratch, just eyeballing the information on your source map onto the TOAW map will result in a very unsatisfactory looking mess. That will proclaim your scenario to be less than top rate, regardless of the quality of any other component of the design. You need a more systematic method of transferring the information on your source map to the TOAW map.
While there are several competing methods available, my technique, that I’ve used on all my “from scratch” maps is described in this thread:
tm.asp?m=2231136
It identifies the latitude and longitude values for each hex, allowing the use of a digital map source (with a lat/long tool) to locate features on the map. The map projection it creates is Sinusoidal – very good for wargaming.
If projections are unclear to you, I also have another article on map projections here:
tm.asp?m=2231107
Once you’ve completed that process, you should know just what tiles go into each hex. Now it should just be an issue of knowing how to use the map editor.
Step one: You should now know the width and height of the planned map. You need to set that using the “Set Map Boundaries” dialog. Access it via the Edit Pull-Down:
