From: Dusty town, somewhere inside central valley of CA
Thank you CCIP
Well, it looks like OSM catches well city landscapes and road networks. But in countryside, they miss lots of details. Check follow vector / topo maps I tried:
Google map, red line is polygon layer from QGIS, which I made to visualize my map's boundary.
OSM (Openstreet map) standard. As you can see, it fails to depict all streams and minor dirt roads in the area
OCM (Opencycle map) landscape. Same quality with OSM
OCM (Opencycle map) standard. Same quality with OSM. I think OCM and OSM share the same description on details.
Google terrain map. Actually it shows slightly more road network than OSM series, yet it also fails to check the detailed road network. Also, it failed to describe streams.
ESRI standard map. Comparable level with OSM standard.
Google traffic shows better detail than other maps in some region, but worse in other region. And they also ignores stream.
I know Google Earth history maps, but for North Korean region, they only shows very low resolution map, seems like more than 1:50000 scale, hard to tell about details. Bing aerial map is actually ESRI satellite map as far as I know. Yandex satellite looks promising. It seems like Yandex also mixed winter and summer in different regions, but at least I can recognize crop field and paddy field.
Speaking of gameplay aspects of map, that is also some sort of dilemma to me. Like all other part of east Asia and Korea, there are a lot of paddy field on the North Korean ground. Currently, I use bog tile for paddy field not because I like bog, but because I have no other alternatives (I still wish to know about seasonal effect from default.xml file). In some places in my AO, wide area is covered by paddy over paddy. While it looks good for armored battle (paddy fields are mostly flat ground), they are hell for tanks because it is basically mud during "watered" season. Under this circumstance, missing dirt roads, though a narrow curvy ones, might bring boring game for players. I think I need to give players some alternative route or possible space to maneuver in the middle of paddy over paddy, even if those alternatives are tiny narrow road.
I really wish to ignore all minor road networks except ones described in OSM standard or Google traffic map. However, this might bring too wide 'dead zone' for players because of paddy field.
Still looking for my 'fantasy' map for this region.
ps) How about this method? Instead of relying only on google satellite, I may able to mix maps.
1) Using google traffic and OSM as a preview, and draw the "big road" network for target 15km x 15km region from AB map editor.
2) Save and out of game.
3) Then load the ESRI standard or OSM standard as a preview, draw streams as much as possible for target region.
4) Save and out of game.
5) Load the Yandex satellite and google hybrid satellite, to finish detailed dirt road network and stream network, and fill the empty area between road networks and stream networks.
Some of those 'streams' are actually paddy field canals, very narrow pathway for water. This is because paddy field requires good amount of water supply. Near paddy field, there are lots of terrains like "road right beside the stream/canal" or "parallel road/stream network".
< Message edited by exsonic01 -- 12/13/2018 3:15:11 AM >