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Map Mod Information

Posted: Sat Nov 27, 2004 12:18 am
by Andrew Brown
I have been working on a new map for WitP for a while now, and I am getting closer to completing it. When it is done I will be looking for some volunteers to help me test it. In the meantime, I am setting up a web page that explains the reasons I am making the map and its features.

In short, the main differences between the modified map and the official map are:
  • Many parts of the map have been moved and/or redrawn to make the distances between various parts of the map more accurate. Some detailed comparisons are provided on this page.
  • The transport infrastructure in Australia has been modified to make it more accurate.
  • The transport infrastructure in North America has been modified to make it more accurate.
  • Some extra bases, such as the Maldives and the Society Islands have been added.
  • Some additional terrain types have been added.
  • The map is drawn using a plainer 2D style, as I don't claim to be a decent artist.

The map information is at this web page:

member.melbpc.org.au/~akbrown/witp.html

I would be very interested to hear any comments (good and bad) and suggestions regarding the map, including suggestions as to what should, or should not, be included in the map, such as new islands or bases.

Andrew

RE: Map Mod Information

Posted: Sat Nov 27, 2004 4:52 am
by CobraAus
I will have a go and report back - but the web site link is missing Andrew

Cobra Aus

Image

RE: Map Mod Information

Posted: Sat Nov 27, 2004 5:08 am
by Andrew Brown
ORIGINAL: CobraAus

I will have a go and report back - but the web site link is missing Andrew

Cobra Aus

The link was there but not very obvious. I have made it clearer now.

RE: Map Mod Information

Posted: Sat Nov 27, 2004 7:07 am
by Tanaka
Just a couple of comments:


The map data file mod: This isnt really a bug here they actually programmed it to work this way. But this would still be an interesting change. Says so in the manual somwhere that you get the benefit of the rail/road/trail going into the hex you march to.

Map Mod: Thrilled to see someone trying to fix some of the inaccuracies. Just wondering why did you not use the terrain art from the game? Could you not copy and paste in photoshop???

RE: Map Mod Information

Posted: Sat Nov 27, 2004 2:32 pm
by TulliusDetritus
Andrew, first of all, thank you for doing all that creative job. I will probably be downloading and using your map. I can't help it: I do want a "real" physical map. I don't like fantasies that much. And needless to say, when I have seen your map I have said: "ah, this finally looks like the real Pacific Ocean, Southeast Asia". But India is still on a strange position EAST-WEST. It should be NORTH-SOUTH. A last thing, could you PM me and give me some basic advices? I mean, I would like to re-draw India, if that is possible. Thanks in advance.

RE: Map Mod Information

Posted: Sat Nov 27, 2004 7:07 pm
by Ron Saueracker
Andrew! Looking great mister![&o]

RE: Map Mod Information

Posted: Sat Nov 27, 2004 10:59 pm
by Andrew Brown
ORIGINAL: Tanaka

Just a couple of comments:


The map data file mod: This isnt really a bug here they actually programmed it to work this way. But this would still be an interesting change. Says so in the manual somwhere that you get the benefit of the rail/road/trail going into the hex you march to.

Map Mod: Thrilled to see someone trying to fix some of the inaccuracies. Just wondering why did you not use the terrain art from the game? Could you not copy and paste in photoshop???

Thanks for the comments.

If the 'catapult' movement off a rail line is a feature then I don't agree with it.

For a start it doesn't make sense - how does a unit benifit from a North-South rail line to move 60 miles East or West, through jungle, in a single day? Furthermore it is not consistent - there is no such benifit when they move the other way, towards the rail line. It is a 'one way' benifit. Also, if there are two adjacent hexes, each with rail lines that do NOT link up, and a unit moves between them then it doesn't get the benifit either. I think my modded file produces more consistent and realistic results.

People have different preferences I guess.

Regarding the terrain. The problem with cut & pasting the existing terrain is that it is not in discrete, hex sized pieces. It is continuoulsy hand drawn, and if I cut & paste it then it will not match up properly. If I was a better and more patient artist I could smooth over the joins but that would be tricky as it is shaded 3D art.

Actually I have come to prefer my more primitive 2D art, and I also find it easier to distinguish the different terrain types as well. It is a personal preference thing of course.

RE: Map Mod Information

Posted: Sat Nov 27, 2004 11:06 pm
by Andrew Brown
ORIGINAL: TulliusDetritus

Andrew, first of all, thank you for doing all that creative job. I will probably be downloading and using your map. I can't help it: I do want a "real" physical map. I don't like fantasies that much. And needless to say, when I have seen your map I have said: "ah, this finally looks like the real Pacific Ocean, Southeast Asia". But India is still on a strange position EAST-WEST. It should be NORTH-SOUTH. A last thing, could you PM me and give me some basic advices? I mean, I would like to re-draw India, if that is possible. Thanks in advance.

The East-West orientation of India comes about because of the map projection. It is not possible to maintain a consistent North-South projection of such a large area and keep the distances close to realistic values. If India was turned to North-South (along with much of SE Asia which adjoins it), then a lot of distances would be way out, especially in the North.

I tried to get some of the distances closer to their actual values, but it is not easy. Even using the type of projection for the current map the East-West distances across the South Pacific are 10-50% higher than they should be because that part of the map is so stretched out.

It is all part of the problem of trying to represent a 3D sphere on a 2D map. I think that the projection that they have chosen for the map represents a very good compromise between accurate distances, at least for the most critical parts of the theatre, and aesthetics.

RE: Map Mod Information

Posted: Sun Nov 28, 2004 2:14 am
by Andrew Brown
ORIGINAL: Tanaka

Just a couple of comments:


The map data file mod: This isnt really a bug here they actually programmed it to work this way. But this would still be an interesting change. Says so in the manual somwhere that you get the benefit of the rail/road/trail going into the hex you march to.

Tanaka you are right - it is in the manual. I never saw it before! I still don't agree with it though (see above).

I'll change the mod to say that it is changing something I don't like instead of fixing a bug. [:)]

RE: Map Mod Information

Posted: Sun Nov 28, 2004 2:44 am
by medicff
Nice map. I like the view of the 3d contour for a short period but I think your hex terrain is more practicle.

ORIGINAL: Andrew Brown

I'll change the mod to say that it is changing something I don't like instead of fixing a bug. [:)]

As per the above "bug/feature" I would prefer to eliminate it and make land movement benefits as to the hexside crossing road/rail/trail bonus and hex moving into terrain as well.
[:)]

RE: Map Mod Information

Posted: Sun Nov 28, 2004 3:36 pm
by Cap Mandrake
I like it. The bold shoreline is comforting and the road and rail graphics are more distinct.

I have to admit, however, I do like the curelinear place name graphics for the large bodies of water in the original.

RE: Map Mod Information

Posted: Tue Nov 30, 2004 12:04 am
by Blackhorse
Andrew,

To second everyone else's comments: Great Job!

Do you plan to post on your website the bases that you have added / are thinking about?

Re: Your comparative "Distance" table -- the 4th and 5th columns should say 'hexes' vice 'miles.' And I think Christmas - Pearl should be (-2) and Delhi-Rangoon (-8) (unless there is a typo in the distance).

RE: Map Mod Information

Posted: Thu Dec 02, 2004 2:42 am
by tsimmonds
Folks, there are lots of "eye-and-ear-candy" mods out there, but this one actually makes the game play better. I recommend it highly. The slingshot move off of railways irks me no end, and this mod cures that ugliness. Try it.

RE: Map Mod Information

Posted: Thu Dec 02, 2004 3:15 am
by Tanaka
ORIGINAL: irrelevant

Folks, there are lots of "eye-and-ear-candy" mods out there, but this one actually makes the game play better. I recommend it highly. The slingshot move off of railways irks me no end, and this mod cures that ugliness. Try it.

Is it already available???

RE: Map Mod Information

Posted: Thu Dec 02, 2004 3:20 am
by tsimmonds
Yes, follow the link in the top post.

RE: Map Mod Information

Posted: Thu Dec 02, 2004 3:22 am
by stubby331
Andrew,

You deserve a medal (or at the very least an Mid) for your work here.

Thank you, Thank you, Thank you!!!!!!!!!!!!!!!!!!!!

RE: Map Mod Information

Posted: Thu Dec 02, 2004 3:27 am
by tsimmonds
Like the changes 'e's made in the Outback, d'ya mate?[;)]

RE: Map Mod Information

Posted: Thu Dec 02, 2004 3:47 am
by Andrew Brown
ORIGINAL: Blackhorse

Andrew,

To second everyone else's comments: Great Job!

Do you plan to post on your website the bases that you have added / are thinking about?

Re: Your comparative "Distance" table -- the 4th and 5th columns should say 'hexes' vice 'miles.' And I think Christmas - Pearl should be (-2) and Delhi-Rangoon (-8) (unless there is a typo in the distance).

Thanks! I had spotted one of the typoes but have not fixed it yet (Christmas - Pearl). I will go back and recheck the Delhi-Rangoon one. And you are right about the 4th and 5th column. I should have spotted that! I'll fix it up soon.

As for new bases. I have added quite a few. Part of this is experimenting with new ideas, and I may remove them again, but it is fun.

I have added (from memory):

Soviet bases:
Krasnoyarsk - at the 'top' of the trans siberian. Will probably make it the major source of supplies instead if Irkutsk, then see if that works.
Sovetskaya Gavan - Opposite Sakhalin (sp?)
Uel Kal (sp?) - Opposite upper Alaska. Part of the lend lease air route Alaska-USSR.
Magadan - On Sea of Okhotsk. Part of the lend lease air route Alaska-USSR.
Another base near Krasnyarsk and the Mongolian border - can't remember the name.

Chinese bases:
Urumchi - Near to of the map (Xinjiang). Small source of oil, plus daily supplies (from Soviets).
Also two other bases near Urumchi which are airfields. Can be used to ferry aircraft to China from SU as happened in real life. I will experiment with placing some Soviet units at these bases to see what happens in the game. I am hoping that SU will stay neutral with them there, but an attack by the Japanese will bring SU into the war. In reality Xinjiang was basically run by the SU during the early war years.

Indian Bases:
Addu Atol - in the Maldives (actually a Commonwealth base but in the area).
Added Bhopal and another one in Central India, for no other reason than it looks empty otherwise. They could easily be dispensed with if considered unnecessary.

Australian Bases:
Added all the bases as per my old forum posts on Oz (Albany, Daly Waters, Broken Hill, Charleville, Coen, Cloncurry, Exmouth). I may also add Port Kembla near Sydney but I am in two minds about that.

NZ Bases:
Hamilton - central North island. Since invading NZ actually seems to be a viable strategy, I think NZ needs some help. This base could be dispensed with however.

Pacific:
Ocean Island (haven't added base yet but it is on the map. I need to come up with some values - anyone got UV loaded???
Bora Bora and Papaete in the Society Islands. (anyone got recommended values??)

Alaska:
Faibanks.
Seward.

Canada:
Whitehorse.
Fort St. John
Victoria - Also includes Esquimalt. Apparently HQ of Canadian pacific fleet?? Also had shipyards so must have been a considerable port.
Edmonton and Calgary (yes you read that right). Eye candy only really. The map looks odd without them however, since I drew a 'realistic' rather than abstract rail net for the interior of North America.
Added a base called 'Canada' which is located where Regina is in rea life. It is a very small Canadian version of the 'USA' base - provides supplies/fuel.

USA:
Am toying with the idea of adding Spokane. Again eye candy because of the rail net.

I think that is all! There may be a couple I have forgotten.

I have just started testing the map by the way, AI vs AI, and so far it seems to work OK. I have a little more work to do (Blackhorse is helping too - thanks!!), then I will be asking whether there is anyone else interested in helping me test the map. I hope that it can be tested vs the AI, and also in PBEM.

I also need help in working out what extra units should be added to the game - mainly base forces and some CD - for the extra bases, especially in SU/Alaska/Canada/China.

Andrew

RE: Map Mod Information

Posted: Thu Dec 02, 2004 3:49 am
by Andrew Brown
ORIGINAL: Tanaka

Is it already available???

Tanaka - I have two mods. One is the map data file mod. it is available. Until I hear back from those testing it consider it as experimental, however. The other mod is my new map. It is not yet available but will be soon I hope.

Andrew

RE: Map Mod Information

Posted: Thu Dec 02, 2004 4:17 am
by stubby331
ORIGINAL: irrelevant

Like the changes 'e's made in the Outback, d'ya mate?[;)]

In short. YES!!!

Given Matrix's lack of response on this whole matter I had despaired of ever seeing Andrew's REAL Aussie map up and running.

Hoorah!!!!!!!! [&o]