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

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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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LoBaron
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RE: WitP-AE Topo Map Project

Post by LoBaron »

ORIGINAL: chemkid
the vanilla map won't cut it, right?! [;)]

Right.
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LargeSlowTarget
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RE: WitP-AE Topo Map Project

Post by LargeSlowTarget »

Looking good!

Any chance to get a "Word in Flames" style variant with thin (!) hex sides on land hexes and dots in the middle of ocean hexes, like Andrew Brown did in this thread?

Really helps with destination setting...

chemkid
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RE: WitP-AE Topo Map Project

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cohimbra
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RE: WitP-AE Topo Map Project

Post by cohimbra »

ORIGINAL: chemkid
Do you also plan to modify this sensational map for the DBB extended map version?
this is the extended map for DBB - the vanilla map won't cut it, right?! [;)]
Hei chemkid, just to be clear (I'm in trouble to understand english):
this is only for Extended Map version, right?
If yes, there's any chance to see it for stock map?
Thanks in advance.
chemkid
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RE: WitP-AE Topo Map Project

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berto
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RE: WitP-AE Topo Map Project

Post by berto »

ORIGINAL: chemkid
Image
It looks pretty, but is it accurate?

If you base this on recent maps from satellite images -- yes? -- how do you account for topographic changes since WWII -- deforestation, artificial lakes from dammed rivers, desertification, receding snow cover, etc.?

I know from firsthand experience that the Philippines, for example, is now much less forested than just 20-30 years ago.

We strive for perfection in our OOBs, to be as "realistic" and "historical" as humanly possible. Is striving to "perfect" the map in this way perhaps misguided?
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btd64
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RE: WitP-AE Topo Map Project

Post by btd64 »

chemkid, Use Sumatra. Its contained and shows just about everything. The area near Hong Kong would be good for a second look.[:)] Really like it. GP
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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chemkid
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RE: WitP-AE Topo Map Project

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Lecivius
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RE: WitP-AE Topo Map Project

Post by Lecivius »

Good grief, this looks awesome. I can't wait.
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derhexer
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RE: WitP-AE Topo Map Project

Post by derhexer »

What a fantastic map!! Great job. Thanks for putting in the effort and love. I can't wait to ins
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Symon
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RE: WitP-AE Topo Map Project

Post by Symon »

I too think it looks great. Can't wait to see the outcome. [;)] J
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Lasarian
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WitP-AE Topo Map Project

Post by Lasarian »

Holding off starting a new RA campaign till I can install this. Exact sort of mod I want to see. Thanks in advance :)
chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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chemkid
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RE: WitP-AE Topo Map Project

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btd64
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RE: WitP-AE Topo Map Project

Post by btd64 »

Oh how cool. Adds a lot of realism.[:)]
Only thing I would say is the red RR kind of get lost in the terrain. But how cool.[8D] GP
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Peever
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RE: WitP-AE Topo Map Project

Post by Peever »

This is looking great. I would agree that the RR, the dotted one in particular, gets lost in the terrain. I think black,grey, or yellow would be better for roads than green. Don't forget that using green and red together will be a problem for those who are color blind.
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PaxMondo
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RE: WitP-AE Topo Map Project

Post by PaxMondo »

ORIGINAL: Peever

Don't forget that using green and red together will be a problem for those who are color blind.
~22% of males ... including me. [;)] There ain't no dang red lines there no where as far as I can see ... where are those durn' RR's at anyway? [:D]
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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