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. - 4/27/2014 1:07:26 PM   
chemkid

 

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< Message edited by chemkid -- 4/21/2018 1:56:57 PM >
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RE: WitP-AE Topo Map Project - 4/27/2014 1:43:50 PM   
dr.hal


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Wow...that's really good... amazing. Did you try to look up the copyright holder on the "Creative Commons"??? It might be listed there.

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RE: WitP-AE Topo Map Project - 4/27/2014 2:24:23 PM   
GaryChildress

 

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Beautiful!!!  I want it for my mod! Please let me know when it is completed.

Question: will it require a new PWhex file?

EDIT: Also, will there be a version showing the hexes?

< Message edited by Gary Childress -- 4/27/2014 3:27:20 PM >


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RE: WitP-AE Topo Map Project - 4/27/2014 5:03:13 PM   
GaryChildress

 

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I have to admit I'm coming back to this thread from time to time just to stare at that map. Keep up the great work chemkid!! If there is anything I can do to help you in your project, please let me know!

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RE: WitP-AE Topo Map Project - 4/27/2014 6:59:00 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:15:44 AM >

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RE: WitP-AE Topo Map Project - 4/27/2014 7:19:48 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:15:31 AM >

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RE: WitP-AE Topo Map Project - 4/27/2014 7:32:55 PM   
mind_messing

 

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Just a suggestion: perhaps keep the light and heavy urban areas as they are in the default map.

It looks odd to see Tokyo, Bangkok and others as a vast empty hexs.

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RE: WitP-AE Topo Map Project - 4/27/2014 7:38:03 PM   
GaryChildress

 

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quote:

ORIGINAL: mind_messing

Just a suggestion: perhaps keep the light and heavy urban areas as they are in the default map.

It looks odd to see Tokyo, Bangkok and others as a vast empty hexs.


This is a good idea. Maybe after getting the initial map done, go back and do a few touches to the urban hexes and save it as an alternative map or something. Otherwise I kind of like the map both ways.

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RE: WitP-AE Topo Map Project - 4/27/2014 8:08:20 PM   
GaryChildress

 

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I guess one other question at hand is, how will roads and trails be represented on the map?

< Message edited by Gary Childress -- 4/27/2014 9:08:38 PM >


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RE: WitP-AE Topo Map Project - 4/27/2014 8:32:51 PM   
btd64


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chemkid, NICE. The harpoon games have a similar topo setup. But very cool. GP

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RE: WitP-AE Topo Map Project - 4/27/2014 9:15:00 PM   
dr.hal


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Another point to keep in mind is the difference between deep water and that which is not deep, as sub placement is critical in that regard. Just a thought... but really beautiful work.... Hal

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RE: WitP-AE Topo Map Project - 4/28/2014 12:30:34 AM   
TOMLABEL


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VERY VERY NICE!!! Keep on perfecting it. I can't wait to use this map mod as well!!! Great work!!!

TOMLABEL

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RE: WitP-AE Topo Map Project - 4/28/2014 5:46:04 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:15:20 AM >

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RE: WitP-AE Topo Map Project - 4/28/2014 9:29:47 AM   
GaryChildress

 

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quote:

ORIGINAL: chemkid

quote:

I guess one other question at hand is, how will roads and trails be represented on the map?

i have thought about the road & rail network... the 'r' and 'y' keys provide the info for now.
i dread multicolored pixellines on top of this map - i'm sure others will disagree...



I agree. The beauty of the map is its realism. Add pixel wide roads to it and you are essentially creating mile wide roads, completely unrealistic and an eyesore.

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RE: WitP-AE Topo Map Project - 4/28/2014 3:40:49 PM   
oldman45


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That is some fine work, well done!

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RE: WitP-AE Topo Map Project - 4/28/2014 4:51:35 PM   
Symon


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quote:

ORIGINAL: chemkid
quote:

I guess one other question at hand is, how will roads and trails be represented on the map?

i have thought about the road & rail network... the 'r' and 'y' keys provide the info for now.
i dread multicolored pixellines on top of this map - i'm sure others will disagree...
honestly, i'll need your help and ideas to finish this. thanks again!

Hello Chemkid. I think your graphics are wonderful.

You will need to add roads and railroads. Just about everybody uses the graphics to decide where to go You will need that visual indication to have your graphics be effective and accepted by the players.

The original map graphics had roads and stuff anywhere from 2 to 5 pixels wide. I agree with a minamalist approach and think single pixel identifiers work very well. If you are interested, please pm me and I will give you my email and send you some of the road/rr art things we are using.

Ciao. John

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RE: WitP-AE Topo Map Project - 4/28/2014 6:37:13 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:15:15 AM >

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RE: WitP-AE Topo Map Project - 4/29/2014 4:01:20 AM   
GaryChildress

 

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quote:

ORIGINAL:
quote:

Add pixel wide roads to it and you are essentially creating mile wide roads, completely unrealistic and an eyesore.
...let's try something? ok?


Sounds like a good idea. Would it be possible to do a "clean" version of the map for aesthetic purists like me and then from there work on roads, trails etc. for a "regular" version?

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RE: WitP-AE Topo Map Project - 4/29/2014 4:41:54 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:15:09 AM >

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RE: WitP-AE Topo Map Project - 4/30/2014 5:57:54 AM   
LoBaron


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Great work chemkid! Cannot wait for the end result, most of all how you will handle the road challenge.

Just a question: Do you also plan to modify this sensational map for the DBB extended map version? I assume this would require some adaptions, but would probably be highly apprechiated by most of the veteran players.

Anyways, awesome!!

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RE: WitP-AE Topo Map Project - 4/30/2014 9:02:54 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:15:04 AM >

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RE: WitP-AE Topo Map Project - 4/30/2014 9:12:48 AM   
LoBaron


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quote:

ORIGINAL: chemkid
the vanilla map won't cut it, right?!


Right.

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RE: WitP-AE Topo Map Project - 4/30/2014 11:13:14 AM   
LargeSlowTarget


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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...



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RE: WitP-AE Topo Map Project - 4/30/2014 4:02:54 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:58 AM >

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RE: WitP-AE Topo Map Project - 4/30/2014 6:06:01 PM   
cohimbra


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quote:

ORIGINAL: chemkid

quote:

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.

< Message edited by cohimbra -- 4/30/2014 7:06:28 PM >

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RE: WitP-AE Topo Map Project - 4/30/2014 6:50:05 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:52 AM >

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RE: WitP-AE Topo Map Project - 4/30/2014 7:44:23 PM   
berto


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quote:

ORIGINAL: chemkid



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?

< Message edited by berto -- 4/30/2014 8:50:52 PM >


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RE: WitP-AE Topo Map Project - 4/30/2014 10:28:44 PM   
btd64


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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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RE: WitP-AE Topo Map Project - 5/1/2014 8:29:33 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:42 AM >

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RE: WitP-AE Topo Map Project - 5/1/2014 8:31:26 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:14:36 AM >

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