You´ve been warned

Excerpt from document:
1.c More complex hills and multiple levels/slopes
If you need more complex and higher hills similar to those in SP2WW2 with more than the usual 3 levels/slopes, then the good news is: it works! The bad news is, it´s a whole lot of work and awkward to do also. If time is a factor for you....
Problem is the visual appearance of "slopes" as they are needed to reflect the height differences on the maps. No sense to have a level 100 hex without having a clue (slopes) to see that it´s there!
Important to know is to first place level 30 terrain in SP Editor in places where you want to put higher slopes/levels on top. Reason is the S29 Byte in "Inspection Mode" window needs to be set to some level 30 terrain first or the slopes get messed up later if you return to SPWAW Editor to complete map works. Example for S29 byte:4=clear level 30, 8=rough level 30,...etc.
Reminder: S29 single Byte datafield is in upper right corner of Inspection Window!
In Freds Editor then you can place the slope graphic tiles with the "Tile transfer" command (middle left button below or Options/Tile Transfer) on the map. Apropriate SHP (shape) files can be found in the manual above. Some examples: Ter001.shp="Clear/mixed" terrain slopes, Ter003.shp= "rough" terrain slopes, Ter047.shp="Cliffs"...etc.
BTW: It´s good idea to also have "Inspection Mode" window open, so you can see the actual changes in data.
Setting for "tile transfer" window: "Load"=selected tileset shape file (...Clear slopes=1). "Sect"=6 (=Layer6 in S29 section). Section/Layer6 is originally needed by game for "wood" tiles, so you can´t place "woods" on the slopes once you placed them on the map!
After loading the needed tileset you can select apropriate slope tile with left mouse click on the graphic and place it finally on the map with a right mouse click. Now you have the "pure" graphic of your slope on the map.
Next step is to edit the S8 section values of your new slope hex. Needed are: Height, terrain class (...and maybe S8 Bytes 6 and 8 )
Height=S8 Byte4 (example 35...), Terrain class=S8 Bytes 0-3 (..for now just set Byte0 to 2)
What height values for the slopes can be used? Actually you can use any, but my opinion is it´s best to stick with the SPWAW system, by making them odd numbers with steps of 5 between the levels. ( example: level 30--slope 35--level 40--slope 45.....) Value 5 is also the minimum height difference noticed by SPWAW for LOS considerations! Also these are "gentle" slopes which can be traversed by SPWAW units normally....if S8/byte0=2 is set also.
Reminder: S8/byte0=2 -->"slope" is needed for eating the movement points for entering the slope. Also it provides defense modifier.
If you want steeper slopes between the levels (example: level 30--slope 45--level 60...), then you have to take care yourself that you make these "steep" slopes behaving properly in SPWAW. For example vehicles shouldn´t be able to traverse these steep "slopes" anymore and you can prevent this by making the "slope" hex also a terrain class that is denied to vehicles.
Apropriate terrain class is for example: "Boulders" (S8/byte3=16)
If you want to make it traversable for "cliffhangers" only then make it "cliff" class. (S8/byte3=8)
If you want to make it impassable to any units then.....make it "impassable"! (S8/byte2=4)
Remember that paths and roads make these terrain classes traversable for vehicles again.
Exception: Cliffs and Impassable.
An issue not to forget is to know that no matter how steep/high you make any slopes, the distance between two adjacent hexes in SPWAW is always 50 yards/meters!!!!
Example: level 0--slope 150--level 300 hexes are still 50 yards apart for any calculations made by SPWAW! (sighting, shooting...etc) So shooting from this level 300 hex into adjacent slope 150 hex is still "point blanc" fire.
Remember,..the mentioned procedure is just for the slopes. For the levels you just need to set height and terrain class bytes.
If you finished your customized slopes/levels in Freds Editor, then save map and go back to SPWAW map editor. Now you can make your "bald" hills looking nicer, by placing additional terrain features like rocks, rough, trees etc. on the levels but not on the customized slopes!!
Switch "hexsides" in SPWAW on, so you don´t click on the slopes accidentally!
1.d ...Additional tools and procedures
If you want to convert topographical maps or simply plan to construct high complexity "hill" landscapes then you need an additional paint program like Paintshop PRO for example.
In Paintshop (...PSP) you can first setup your bitmap with the right "scale" for work with SPWAW. Example for standard SPWAW 100x80 map would be a 1000x800 pixel bitmap with colour depth of your choice. (...I prefer 16Bit) A 100x80 pixel bitmap would look too "blocky".

Now you can paint your slopes/levels with different colours. Shades of grey are suited for example. Good choice for drawing would be a hardedged brush with size of ~50.
You can also draw on additional layer with different colours other terrain features like woods, roads etc. This layer can then be hidden again to have an unobstructed sight on your slopes map.
If you´re pleased with your slopes/levels painting then you can enter SPWAW map editor.
Setup your map to same size as in the paint program. ( as in example above 100x80..)
"Task switch" back to Paint programm and place some (text) marker at the starting point of your in SPWAW to be drawn slopes. Take the found pixel coordinate and "task switch" back to SPWAW and place a terrain feature on map with 1/10th of pixel value. Terrain feature may be "road" for example. Purpose is to place as many "points" as needed on map to connect your intervening slopes. If you´ve finished this map, it might look like filled with roads and many of them ending at their starting points (like "race tracks"). These "roads" are in fact placeholders for the real slope graphics to be placed in Freds Editor!
Save map in SPWAW and load into Freds Editor. Now you can replace all the roads with apropriate slope tiles. (..again Tile Transfer....see above) Simply put the slope tiles ontop of the roads. (hexgrid should be on) If you´re done you may edit the S8 stats of your just placed slopes. Edit a single slope hex and use paste and copy buttons of Inspection window to edit all remaining slope hexes to desired values. This way you also delete the road graphics which are still visible. Remember...roads are handled differently by SPWAW map drawing routines. Read apropriate section in this document above.
Why do I use roads???...cause they´re looking similar to slope tiles and if your´re in tile transfer window it´s easier to find the apropriate looking piece of graphic to fit into the map. Also as you know, Freds Editor does not have zoom function and if you have large hills with multiple custom slopes you soon become lost if you don´t pre- draw these slopes in SPWAW first (...with roads)!
Of course if you´ve better brain capacity than me, you can put the slope coordinates directly from the paint program into Freds Editor.
Darn..this is much much work,...but you even can make more levels than in SP2WW2 this way!
Hopefully for entertaining scenarios also......
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Have fun
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Harry