Map Making Steps

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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

Keep in mind that water sources usually start in higher elevation and flow downhill from there. So, if the terrain elevation is right on the line I put a water source at higher elevation. Just because it feels, and looks, right.

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MikeAP
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RE: Map Making Steps

Post by MikeAP »

I just learned how to manually bend rivers/roads in HexDraw. Doh!
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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

Bringing roads together in HexDraw can get interesting at times when it automatically morphs them for you. Whether or not you want them morphed.

On a normal map, the road net takes me the longest to create of any part of making a map. Mainly because you can only do 4 hexes of road at a time in HexDraw.

Good Hunting.

MR

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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

Once I have the elevations done I use the terrain map to draw in all other features.

To do this I set the Transparency at the second setting from the left and I put Zoom almost centered under the white transparency box. I want just enough of the underlying map to show through to see where I need the road net. If I need to I can add more transparency to see what I need to do.

When creating the road net I want right down as close as I can get when it comes to lining up the ends of the road net. I usually am at maximum zoom or at the location shown in the screen shot.

Good Hunting.

MR

Good Hunting.

MR

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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

Then I start to place and form the roads. Each road section has 4 set points you can use to move them. Stream/river sections have the same 4 set points.

When doing roads or rivers that go through hexsides I make sure that I get a clean identity for the hex. I do not want the AI to have to determine which hex it is in if it goes down a hexspine. Make your roads and rivers cross a single hexside.

Good Hunting.

MR

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MikeAP
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RE: Map Making Steps

Post by MikeAP »

The roads are time consuming but worth it. They look much better with natural curves.


I wish there was a better way to outline hills. When hexes start to fill up, hills can get lost or difficult to see. Maybe an outline around them? You can also shape the outlines with natural curves.
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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

FPC has an LOS tool in the game that can help to show where the height obstructions are if they get too hard to determine.

Hill outlines have been discussed.

At the moment structuring the terrain to show the hills was determined to be the best answer.

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MR
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Jamm
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RE: Map Making Steps

Post by Jamm »

Question:
Are the farmland tiles just for window dressing, or do they have a modifier?
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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

Nothing on the map is window dressing. Everything has a modifier.

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Koesj
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RE: Map Making Steps

Post by Koesj »

Let me get this straight because I'm afraid I'm a bit confused: HexDraw is only there to create an image file, the visual representation of the map, whose modifiers, the map's values so to speak, have to be added in-game or in a proprietary editor seperately, right?

As in: I can just do my own magic in Illustrator, which is of course vector based, and output a file at the appropriate size?
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RE: Map Making Steps

Post by CapnDarwin »

@Koesj - Yes, As long as you have a map with the proper scaled size and hex locations (where the hexes line up), you can bring that image into the game's Map Values Editor and add the necessary sets of map values needed by the game. Once you have the correct hex grid overlay set to the proper size and scale you can go crazy making map images. More details will of the process will be in the game documents and we can talk a bit more about it on the forums. [8D]
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benpark
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RE: Map Making Steps

Post by benpark »

I'm not a post 1945 gaming fan, but I'll try nearly anything with a map maker.

It might be helpful to have an "export hex grid" as the appropriate image format (or .png for transparency) from the editor (at the size of the set map). This would allow any program (Photoshop, Illustrator) to edit the files.

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MikeAP
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RE: Map Making Steps

Post by MikeAP »

ORIGINAL: benpark

I'm not a post 1945 gaming fan, but I'll try nearly anything with a map maker.

It might be helpful to have an "export hex grid" as the appropriate image format (or .png for transparency) from the editor (at the size of the set map). This would allow any program (Photoshop, Illustrator) to edit the files.

I did just that for Photoshop. I will release it when the game is released, and I can confirm that the scale is correct.
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RE: Map Making Steps

Post by Mad Russian »

Nice to see you in here Ben!

As you know I'm a HUGE FAN of your work!! [&o] [&o]

This series won't stay post 1945 for very long.

Good Hunting.

MR
The most expensive thing in the world is free time.

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Panzer Command Ostfront Development Team.
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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

The reason I'm using HexDraw as the example of how to create a map is simply because that's what I used.

I already owned HexDraw when I joined this project so it was easy for us to use a standard format to get the basic maps for the game done. Especially because I planned to do so many of them for this game.

Once the rest of you start making maps mine are going to look like they were made by a child in Kindergarten. [X(]

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
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benpark
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RE: Map Making Steps

Post by benpark »

ORIGINAL: Mad Russian

Nice to see you in here Ben!

As you know I'm a HUGE FAN of your work!! [&o] [&o]

This series won't stay post 1945 for very long.

Good Hunting.

MR

You as well, old friend.

Despite my last statement, this looks very good. I also appreciate seeing the map making process.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

At least I've not been hounding you for map graphics this time around! [:D]

Good Hunting.

MR
The most expensive thing in the world is free time.

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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

After applying the water obstacles I go in and rough up the water's path.

To do that I grab the adjustment point at the hex point and move the water away from the hex point - towards the center of the hex. That rounds off the turn. I can adjust all 4 points if I need to that will take the water obstacle in any direction or form I like it.

Good Hunting.

MR

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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

What I do when I create a map is to paint a picture in essence.

I want my picture to be as believable and accurate as possible. Everything I do to my maps is with that in mind.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Mad Russian
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RE: Map Making Steps

Post by Mad Russian »

When putting roads together HexDraw will 'help' you at times by morphing the road sections where it thinks you want them. To keep that from happening you have to learn not to run road sections too close before tying them together.

Good Hunting.

MR

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