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WitP-AE Topo Map Project (Extended + Stock)

 
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WitP-AE Topo Map Project (Extended + Stock) - 4/27/2014 1:07:26 PM   
chemkid

 

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A big shout out goes to Andrew Brown for doing the original mapwork for WitP-AE (if someone else is to be credited please let me know).
Thank you so much! Tweaking the game is playing the game - someone said on this forum... so here i will soon share my Topomap for WitP-AE.

The map was done mostly because i'd love to play on a fresh version of the map with a visible fuji-san (fujiyama for the afb) for my viewing pleasure!

The map is actually based on the "ArcGIS Topo US 2D" - the level 5 zoom downloaded with GMap.NET, tweaked in PS to fit the WitP-AE Pacific Map in most of it's details.
Rivers were too tiny after squeezing and folding the map - i redrew them mostly for visual clues.
Also, most of the tiny islands eg. Marshall Islands and Fiji were redrawn to fit the original proportions.

The property of the ArcGIS map is © 2009 National Geographic Society, USGS - i wrote an email to them to tell them about the no-profit-use of this mod - but i never got an answer.
If someone knows better or the copyright holder complains about this mod, i'll pull the mod at once. ok?

The Topmap is still work in progress and will be released (linked for download) in a few weeks - if you don't mind, here's a little teaser for your viewing pleasure!
have fun and please feel free to comment.
Maybe someone has some specific wish for the future of this map, please tell...

find download-links for the extended map and stock map here:
http://www.matrixgames.com/forums/fb.asp?m=3611473

EXTENDED-MAP (v1_u1/05.24.2014) updated tiles
STOCK-MAP (v1/05.27.2014)




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< Message edited by chemkid -- 7/30/2014 9:11:55 AM >
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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   
Gary Childress


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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   
Gary Childress


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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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thank you for your kind words.

@hal - i'll have to check... thanks for the heads up!

@gary - right now, i'm using the PWhex file from the Extended Map for the BigBabes... (...easy to change, though.)
maybe i'll do a hex-version... for now, i fell in love with the F6-key and won't need the hexes that much.
but don't worry, the map is almost finished. i'm still not that satisfied with the visual cues for the reefs... but that's that... oh, and the UI for the off-map-areas isn't done yet.

anyway, still some work to do. thanks again and here's a little teaser for those pearl-fans.






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

 

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a sample of the map with F6-key + 1-key (right) in action - on the left side are these bloody reefs... i'm finished with these,too...






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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   
Gary Childress


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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   
Gary Childress


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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   
General Patton


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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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thanks for the feedback! let's say the 'base' is done.

quote:

The harpoon games have a similar topo setup.

i got the idea for a topmap after playing with GMap for Command...

quote:

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.

you're right. the movement modifier info '1' - key is working it's magic for now.

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...

quote:

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.


urban areas should get a symbol, maybe a star for heavy and a dot for light...
...how about palmtrees for atoll-islands...

honestly, i'll need your help and ideas to finish this. thanks again!

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


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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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john, thanks for your kind offer!

information ontop of the map is as important as the map itself, you're right - i'll try something and will come back with some tests...

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?

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


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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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quote:

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?

i guess it's going to be the 'clean' version first. i'll try to build ontop of that. so, don't worry, there WILL be different versions!

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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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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?!

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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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quote:

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
of course! sure, some people prefer hexes and i really like the WIF-style map by andrew - but that for a little later... ok?

------------------------------------------

And Now for Something Completely Different
quote:

most of all how you will handle the road challenge
yep! that's something!

quote:

I agree with a minamalist approach and think single pixel identifiers work very well.
let's try something with pixels...

i think, i have an idea how to tackle this task without hurting the overall look of the map - please, i need your help here:

to evaluate my idea, i need you to choose the best area on the map to demonstrate the roads & rail network.
maybe an island like sumatra or better, the dense area between hong kong and nanking? what would you like to see?

also, the original color-coding of the roads (main, secondary and trails) rails (minor and major) is a little near the overall colorscheme of the map.
what would you like better: the info colors when 'r' or 'y' is pressed or something new, like rgb-prime colors (pure red, green or blue)?

thanks.

< Message edited by chemkid -- 4/30/2014 5:26:50 PM >

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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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dear cohimbra,

the map is NOT ONLY a replacement for the extended map.
right now it's still a work in progress and not finished.

i feel the future of this great game lies in the dabigbabes mods (and others) and dbb plays very well with the extended map.
since there are not that many changes to the actual look the extended map has some more stuff in it... that's the reason i started to work with the extended map as a base for my project - it's easy to take some stuff away afterwards than get the whole map-twisting-stuff started again.

if the map is accepted by the players i'm sure there will be a version for stock map,too... the initial release will be a mod for the extended map, though...
please be patient.

thank you for your interest.

ps: 'map-twisting-stuff' looks like this:




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< Message edited by chemkid -- 4/30/2014 7:59:00 PM >

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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   
General Patton


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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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@berto - you're right in all points, except the striving to 'perfect' the map.
i'm far from a professional carthographer and mapmaker - pretty much a noob here -
...but like my pancakes... the first one always looks soso - the last one is the best!

...who's going to tell which is the last one for this project?

thank you for your input!

< Message edited by chemkid -- 5/1/2014 9:32:09 AM >

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

 

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general patton, thank you.
i will try the R&R with sumatra first and later for a 2nd look the HK-area.

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