Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

(Map) Goslar (BAOR Sector) (Version 1.0)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Armored Brigade >> MODS and Scenarios >> (Map) Goslar (BAOR Sector) (Version 1.0) Page: [1]
Login
Message << Older Topic   Newer Topic >>
(Map) Goslar (BAOR Sector) (Version 1.0) - 12/13/2018 10:58:30 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline
The British I Corps would have been responsible for a critical sector of NATO's Northern Army Group's (NORTHAG) front. The corps sector covered the area from Hannover in the north to the Harz Mountains in the south. The ground just north of the Harz Mountains is a mix of rolling farmland, and wooded ridges - ideal terrain for the British to begin to mount a defense against any Warsaw Pact thrust.



Attachment (1)

< Message edited by 22sec -- 12/13/2018 11:02:01 PM >


_____________________________

Post #: 1
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/13/2018 10:58:57 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Map Selection




Attachment (1)

_____________________________


(in reply to 22sec)
Post #: 2
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/13/2018 10:59:37 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline
The key terrain in and around Bad Salzgitter.




Attachment (1)

_____________________________


(in reply to 22sec)
Post #: 3
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/13/2018 11:00:22 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Goslar




Attachment (1)

_____________________________


(in reply to 22sec)
Post #: 4
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/14/2018 1:00:44 AM   
exsonic01

 

Posts: 588
Joined: 7/26/2016
From: Dusty town, somewhere inside central valley of CA
Status: offline
Great work! Is the Hanover map your next target?

(in reply to 22sec)
Post #: 5
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/14/2018 1:16:12 AM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: exsonic01

Great work! Is the Hanover map your next target?


I don’t know. That’s actually the area I thought about doing first before settling on Goslar. I may do one more in the British sector, if not the other candidates are the Schleswig-Holstein area, or along the Elbe-Seiten Canal, or somewhere in southern Germany in the US VII Corps area. I’m open to suggestions....

_____________________________


(in reply to exsonic01)
Post #: 6
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/14/2018 1:30:35 AM   
Rosseau

 

Posts: 2316
Joined: 9/13/2009
Status: offline
I love this forum (Matrix) for its wealth of talented, creative people. Thank you!

(in reply to 22sec)
Post #: 7
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/14/2018 1:39:25 AM   
CCIP-subsim


Posts: 573
Joined: 11/10/2015
Status: offline
Great map - lots of fun to be had in a relatively compact space here! I really like the challenging terrain in this one.

(in reply to Rosseau)
Post #: 8
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/18/2018 12:33:20 AM   
noooooo

 

Posts: 77
Joined: 9/27/2018
Status: offline
Great map, thanks.

(in reply to CCIP-subsim)
Post #: 9
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/29/2018 8:10:43 AM   
storm rider


Posts: 214
Joined: 3/13/2013
Status: offline
The work you put on this map is really impressive! How did you optimize your workflow, or did you classified all the different terrain features and drawn all the roads entirely by hand?

I've been trying to use landsat historic imagery to automatically classify some features and also to make others more visible, but still, the drawing process takes just way too long.

Cheers

(in reply to noooooo)
Post #: 10
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/29/2018 12:52:10 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: storm rider

The work you put on this map is really impressive! How did you optimize your workflow, or did you classified all the different terrain features and drawn all the roads entirely by hand?

I've been trying to use landsat historic imagery to automatically classify some features and also to make others more visible, but still, the drawing process takes just way too long.

Cheers



The roads and terrain is exported OSM data. I use Global Mapper and Gimp to set everything up including adding buildings and trees along residential roads. I finally use the in-game editor to edit and also add all the little details.

_____________________________


(in reply to storm rider)
Post #: 11
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/30/2018 8:31:57 AM   
storm rider


Posts: 214
Joined: 3/13/2013
Status: offline

quote:

ORIGINAL: 22sec


quote:

ORIGINAL: storm rider

The work you put on this map is really impressive! How did you optimize your workflow, or did you classified all the different terrain features and drawn all the roads entirely by hand?

I've been trying to use landsat historic imagery to automatically classify some features and also to make others more visible, but still, the drawing process takes just way too long.

Cheers



The roads and terrain is exported OSM data. I use Global Mapper and Gimp to set everything up including adding buildings and trees along residential roads. I finally use the in-game editor to edit and also add all the little details.


I also use GM for most everything, but I still couldnt crack the roads. I know how to use OSM and shapefiles, including to classify different kinds of vegetations by their clorophila content and converting the data to vector. Specifically talking about roads, do you export from GM directly into terrain.bmp? I mean, without needing to manually fix all the missing pixels inside the angled lines? Or you just export the vector data from GM into a raster, and then work the image in Gimp to fix the lines? If not, what settings are you using for the roads line vectors in GM?



Image = directly from GM into PS

(in reply to 22sec)
Post #: 12
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/30/2018 2:18:43 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline
The roads....there is actually an old little program Veitikka wrote back in the freeware day’s that connects all those pixels.

_____________________________


(in reply to storm rider)
Post #: 13
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/30/2018 2:35:25 PM   
storm rider


Posts: 214
Joined: 3/13/2013
Status: offline

quote:

ORIGINAL: 22sec

The roads....there is actually an old little program Veitikka wrote back in the freeware day’s that connects all those pixels.


That's the magic! :)

Where can I find it?

Cheers


(in reply to 22sec)
Post #: 14
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/30/2018 3:50:47 PM   
22sec

 

Posts: 719
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: storm rider


quote:

ORIGINAL: 22sec

The roads....there is actually an old little program Veitikka wrote back in the freeware day’s that connects all those pixels.


That's the magic! :)

Where can I find it?

Cheers




I’ve asked Veitikka if I can share. I’ll post it in a new thread.

_____________________________


(in reply to storm rider)
Post #: 15
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 12/30/2018 4:09:49 PM   
storm rider


Posts: 214
Joined: 3/13/2013
Status: offline

quote:

ORIGINAL: 22sec


quote:

ORIGINAL: storm rider


quote:

ORIGINAL: 22sec

The roads....there is actually an old little program Veitikka wrote back in the freeware day’s that connects all those pixels.


That's the magic! :)

Where can I find it?

Cheers




I’ve asked Veitikka if I can share. I’ll post it in a new thread.


Thank you! That will definitely safe us a whole lot of time.

(in reply to 22sec)
Post #: 16
RE: (Map) Goslar (BAOR Sector) (Version 1.0) - 1/1/2019 12:55:54 AM   
Perturabo


Posts: 2483
Joined: 11/17/2007
Status: offline
Lovely map, great for naval warfare. Was missing a map like this.



_____________________________

People shouldn't ask themselves why schools get shoot up.
They should ask themselves why people who finish schools burned out due to mobbing aren't receiving high enough compensations to not seek vengeance.

(in reply to storm rider)
Post #: 17
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Armored Brigade >> MODS and Scenarios >> (Map) Goslar (BAOR Sector) (Version 1.0) Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.133