.

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
btd64
Posts: 14006
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

RE: WitP-AE Topo Map Project

Post by btd64 »

Hey chemkid, I will look at it soon. Still finishing up another Beta test, plus a PBEM, and of course work and family. Can't wait though. GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
GaryChildress
Posts: 6907
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: WitP-AE Topo Map Project

Post by GaryChildress »

Artistic perfection! I give it a full 10 out of 10 worship smilies... [&o][&o][&o][&o][&o][&o][&o][&o][&o][&o]



Did catch one typo though, the "Sumpson Desert" in Australia should be the "Simpson Desert".


Image
Attachments
topo2.gif
topo2.gif (780.86 KiB) Viewed 429 times
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

.
User avatar
LargeSlowTarget
Posts: 4897
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: WitP-AE Topo Map Project

Post by LargeSlowTarget »

Awesome! You should be awarded a DSO!
User avatar
Yaab
Posts: 5445
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: WitP-AE Topo Map Project

Post by Yaab »

The map is great, but I have one caveat - the land colours look too desaturated for my liking.
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: WitP-AE Topo Map Project

Post by Shark7 »

The map is great chemkid, but is there any way to release it without any hint of the hexes on it? (or the shaders on the deep sea hexes). I really prefer to play the game without any hexes showing at all, no matter how faint. It does not take away from the quality of your work, you did an excellent job.

I understand if its too much work.
Distant Worlds Fan

'When in doubt...attack!'
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

.
User avatar
Treetop64
Posts: 933
Joined: Tue Apr 12, 2005 4:20 am
Location: 519 Redwood City - BASE (Hex 218, 70)

RE: WitP-AE Topo Map Project

Post by Treetop64 »

Bookmarking this thread.

Amazing how you were able to make the roads and rail "work" with the realistic relief of OZ. I was worried about that, but it seems you pulled it off. Hope it works equally well against other types of terrain features (jungle, etc).

We know you're working on it, but it will be interesting to see how the different types of land hexes (urban, developed, rural, etc), as well as deep and shallow water areas turn out. It will be difficult to do this with realistic looking maps, I'm sure. Good luck! [&o]
Image
User avatar
John 3rd
Posts: 17526
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: WitP-AE Topo Map Project

Post by John 3rd »

Truly a work of art.

This map is compatible with DaBabes---RIGHT? Cannot wait to use it in my Mods!
Image

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

.
User avatar
Symon
Posts: 1885
Joined: Sat Nov 24, 2012 4:59 pm
Location: De Eye-lands, Mon

RE: WitP-AE Topo Map Project

Post by Symon »

Hi Chem. I'm afraid I mucked up your panel 23. I changed the road orientation and got rid of the "spurs" from Buna and Moresby. The roads are "tracks" now and aren't good enough for a pretty yellow line. I have your map and I'll tweak your panel 23. I'll post it here and also put it in a zip that you can download. Only other thing that has graphics implications is on panel 15. The road from Mersing west to Kluong is a secondary now, not a primary. So you may want to use a skinny road for that.

That's about it. Just wanted to keep you up-to-date. Ciao. John
Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
Endy
Posts: 87
Joined: Thu Feb 06, 2014 8:17 am

RE: WitP-AE Topo Map Project

Post by Endy »

Awesome effort! Though to add one small request, as someone mentioned, there could be a version available with a shade or two darker/more saturated colours if that's not too much of a problem :)
User avatar
John 3rd
Posts: 17526
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: WitP-AE Topo Map Project

Post by John 3rd »

Please let me know once John has sent you the corrected panel. Will give it a download and check it out.
Image

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
User avatar
Symon
Posts: 1885
Joined: Sat Nov 24, 2012 4:59 pm
Location: De Eye-lands, Mon

RE: WitP-AE Topo Map Project

Post by Symon »

Hi Chem. I modified your panel 23 to make it compatible with the latest version of the Extended Map (posted today). This is what it looks like. Even a 1 panel zip file is too big to attach, so I’ll pm you with my modified zip of WPEN23.bmp (Whoops, ok, even bigger than allowed by pm, so sent you an email).

Ciao. John
Image

As I mentioned in the other thread, it was just too lame to try and do dotted line stuff for "tracks", so I got rid of the road symbols entirely. Players can just use the R key [8D]. Put some Mtn terrain graphics in the Kokoda hex to conform with the new Mtn-Tropical coding. Hope you don't mind. John
Attachments
Papua.jpg
Papua.jpg (29.36 KiB) Viewed 426 times
Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.
User avatar
John 3rd
Posts: 17526
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: WitP-AE Topo Map Project

Post by John 3rd »

LOOKS GREAT!
Image

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

.
User avatar
Lasarian
Posts: 26
Joined: Thu Aug 29, 2013 4:38 pm

RE: WitP-AE Topo Map Project

Post by Lasarian »

Had a chance to use the '2nd preview' version now - thanks, chemkid! - and agree with a couple of the commentators above who'd like to see a slightly more colour-saturated version, maybe even a shade darker in tone would also help balance it out. Much of the terrain seems a little too tan and bright at the moment. Anyone else found that? Ocean dots are still my preference to hexes, but other than that, overall great :)
User avatar
drw61
Posts: 842
Joined: Wed Jun 30, 2004 12:58 pm
Location: South Carolina

RE: WitP-AE Topo Map Project

Post by drw61 »

chemkid, I love the detail on this map! I do agree with Lasarian above that the colors need to be more color-saturated and darken the overall terrain appearance.
Thanks for the hard work on this.
Daryl
User avatar
LoBaron
Posts: 4775
Joined: Sun Jan 26, 2003 8:23 pm
Location: Vienna, Austria

RE: WitP-AE Topo Map Project

Post by LoBaron »

I am aware that opinions are like a*******, but personally I like the map exactly the way it is currently. The saturation is perfect to make the base/ship icons stand out from the background in terms of contrast.
Image
User avatar
Kitakami
Posts: 1316
Joined: Thu May 02, 2002 11:08 pm
Location: The bridge of the DNTK Kitakami

RE: WitP-AE Topo Map Project

Post by Kitakami »

Beautiful map!
Tenno Heika Banzai!
Post Reply

Return to “Scenario Design and Modding”