A hybrid map mod

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gigglebottom
Posts: 5
Joined: Thu Jan 09, 2025 10:51 pm

A hybrid map mod

Post by gigglebottom »

I have come late this game and I am loving it. Thanks to all the contributors on this great forum. Without this forum I would be lost. What an amazing war game.
I have been tinkering with the map and came up with these hybrid versions of Chemkids, MakeeLearn and Skacees maps. Basically I took what I liked from each of their maps, layered them up and adjusted colours, contrast etc. Full credit and thanks to the original creators, in no way am I claiming this as my own work.

Maps now come in 4 versions: 2x Stock maps for versions 11.26 and 11.28.4 beta, and 2x Extended maps for 11.26 and 11.28.4 beta

All maps include:
All shipyards are named and labelled with an anchor symbol
Red country borders
Urban hexes are graphically depicted.
Oil hexes are graphically depicted
Light/heavy industry are labelled with blue/red squares
OS and OD hexes are distinguishable
Added extra reefs to some impassable hexsides around islands in and around the Coral Sea
Tabulated data added to the bottom left map panel (info came from posts on this forum, full credit to original authors)
A whole host of minor graphical changes to roads, rail and the addition of islands and atolls where appropriate.
Tried to differentiate terrain without losing cohesiveness however the “1” key will remain your friend.
Maps come with hexes only (with hindsight I wish I had started this project without the hexes, then added the hex overlay later)

The main differences added to 11.2.4 beta versions are:
swamp hexes caused by the flooding of the Yellow River in China
removal of the winter roads in Northern Canada
changes of some roads and rail in Burma
Rail links to Mildura, Canberra
Changes to the rail links on Shikoku Japan
Various islands and atolls added

I have done my best to incorporate all the major changes outlined in Andrew Brown's post here: https://www.matrixgames.com/forums/view ... 1#p4896711 and on the webpages here: https://sites.google.com/view/witp-ae-m ... arios/home (thank you Andrew!)

Here is the link to the map files (each map version has its own folder): https://www.dropbox.com/scl/fo/ng6lsr62 ... 837g8&dl=0

If you spot any major errors please post them below and I will do my best to fix them. At times I had 3 versions of the game running and 4 versions of the map files in edit mode opened at the same time. I have probably made mistakes.

I hope you enjoy.
Attachments
Coral Sea.png
Coral Sea.png (4.03 MiB) Viewed 150 times
Map 4.png
Map 4.png (3.97 MiB) Viewed 309 times
Map 2.png
Map 2.png (4.04 MiB) Viewed 309 times
Map 1.png
Map 1.png (4.18 MiB) Viewed 309 times
Last edited by gigglebottom on Mon May 12, 2025 1:58 am, edited 1 time in total.
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dr.hal
Posts: 3527
Joined: Sat Jun 03, 2006 12:41 pm
Location: Covington LA via Montreal!

Re: A hybrid map mod

Post by dr.hal »

Very nice! Did you consider doing this to the map changes introduced that added some important changes such as Subic bay, the Indian Ocean offmap movement. etc?
gigglebottom
Posts: 5
Joined: Thu Jan 09, 2025 10:51 pm

Re: A hybrid map mod

Post by gigglebottom »

Thank you Dr.Hal.

Do you mean the extended map? No plans to work on the extended map at this stage. I am learning the game playing the AI in the stock scenario on the standard map. This will keep me busy enough for the time being.

I am planning on incorporating the changes in 1128b to this map once the beta goes live. I have had a quick look and I think the map changes in the beta are doable. It can be time consuming editting these files so I will wait until the final version of the beta is released before making these changes.

Again, I acknowledge and thank the creators of the original maps that I used for this edited version. I stand on the shoulder of giants
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dr.hal
Posts: 3527
Joined: Sat Jun 03, 2006 12:41 pm
Location: Covington LA via Montreal!

Re: A hybrid map mod

Post by dr.hal »

Yes I do mean the extended map. But I certainly appreciate the time/effort it takes, so just keep it in mind as I (and others) only use the extended map and your mod seem effective and needed.....Hal
eastwindrain
Posts: 247
Joined: Tue Nov 29, 2005 8:27 pm

Re: A hybrid map mod

Post by eastwindrain »

Thanks for this, have been waiting since the last beta patch, greatly appreciated.
gigglebottom
Posts: 5
Joined: Thu Jan 09, 2025 10:51 pm

Re: A hybrid map mod

Post by gigglebottom »

dr.hal wrote: Sun May 04, 2025 5:29 pm Very nice! Did you consider doing this to the map changes introduced that added some important changes such as Subic bay, the Indian Ocean offmap movement. etc?
Extended map now available for download.

Maps now come in 4 versions: 2x Stock maps for versions 11.26 and 11.28.4 beta, and 2x Extended maps for 11.26 and 11.28.4 beta

For those who have downloaded a copy of the Stock map prior to the date of this post you may want to redownload the files to ensure you have all the updated changes. I made a few small changes to the stock map, including adding deep ocean hexes in the Gulf of Carpentaria, and added some light industry symbols that were missing from some locations, extra reefs around the Coral Sea, as well as a few other small changes
Attachments
Extended 3.png
Extended 3.png (4.15 MiB) Viewed 149 times
Extended 2.png
Extended 2.png (4.08 MiB) Viewed 149 times
Extended 1.png
Extended 1.png (3.85 MiB) Viewed 149 times
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dr.hal
Posts: 3527
Joined: Sat Jun 03, 2006 12:41 pm
Location: Covington LA via Montreal!

Re: A hybrid map mod

Post by dr.hal »

Wow, when did you find the time to do the extended maps???
gigglebottom
Posts: 5
Joined: Thu Jan 09, 2025 10:51 pm

Re: A hybrid map mod

Post by gigglebottom »

dr.hal wrote: Mon May 12, 2025 3:03 am Wow, when did you find the time to do the extended maps???
Right after the time you asked me to take a look at the extended map :lol:

I always intended to update the stock map to include the changes in the beta patch. It wasn't that much more work to include the extended map changes as well.

All the hardwork was done by the original creators of these maps, particularly Chemkid, but also Skacee and MakeeLearn (thank you all for your great graphic mods). I am just making small changes and editing their files to suit my tastes. I am happy to share these changes with the community and I hope these maps are get some use and enjoyment.
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Bo Rearguard
Posts: 594
Joined: Sun Apr 06, 2008 9:08 pm
Location: Basement of the Alamo

Re: A hybrid map mod

Post by Bo Rearguard »

Superb work! This is my new favorite map. 8-)
"They couldn't hit an elephant at this dist ...." Union General John Sedgwick, 1864
gigglebottom
Posts: 5
Joined: Thu Jan 09, 2025 10:51 pm

Re: A hybrid map mod

Post by gigglebottom »

Bo Rearguard wrote: Fri May 16, 2025 1:37 pm Superb work! This is my new favorite map. 8-)
Glad you like it. If you spot any errors let me know and I will do my best to fix them.
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Tanaka
Posts: 5080
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

Re: A hybrid map mod

Post by Tanaka »

gigglebottom wrote: Sun May 04, 2025 12:13 pm I have come late this game and I am loving it. Thanks to all the contributors on this great forum. Without this forum I would be lost. What an amazing war game.
I have been tinkering with the map and came up with these hybrid versions of Chemkids, MakeeLearn and Skacees maps. Basically I took what I liked from each of their maps, layered them up and adjusted colours, contrast etc. Full credit and thanks to the original creators, in no way am I claiming this as my own work.

Maps now come in 4 versions: 2x Stock maps for versions 11.26 and 11.28.4 beta, and 2x Extended maps for 11.26 and 11.28.4 beta

All maps include:
All shipyards are named and labelled with an anchor symbol
Red country borders
Urban hexes are graphically depicted.
Oil hexes are graphically depicted
Light/heavy industry are labelled with blue/red squares
OS and OD hexes are distinguishable
Added extra reefs to some impassable hexsides around islands in and around the Coral Sea
Tabulated data added to the bottom left map panel (info came from posts on this forum, full credit to original authors)
A whole host of minor graphical changes to roads, rail and the addition of islands and atolls where appropriate.
Tried to differentiate terrain without losing cohesiveness however the “1” key will remain your friend.
Maps come with hexes only (with hindsight I wish I had started this project without the hexes, then added the hex overlay later)

The main differences added to 11.2.4 beta versions are:
swamp hexes caused by the flooding of the Yellow River in China
removal of the winter roads in Northern Canada
changes of some roads and rail in Burma
Rail links to Mildura, Canberra
Changes to the rail links on Shikoku Japan
Various islands and atolls added

I have done my best to incorporate all the major changes outlined in Andrew Brown's post here: https://www.matrixgames.com/forums/view ... 1#p4896711 and on the webpages here: https://sites.google.com/view/witp-ae-m ... arios/home (thank you Andrew!)

Here is the link to the map files (each map version has its own folder): https://www.dropbox.com/scl/fo/ng6lsr62 ... 837g8&dl=0

If you spot any major errors please post them below and I will do my best to fix them. At times I had 3 versions of the game running and 4 versions of the map files in edit mode opened at the same time. I have probably made mistakes.

I hope you enjoy.
Holy hell I just poked my head in here not expecting my map dreams to come true as all of these great map makers have left us. You took the best from all and made the mother. Can't thank you enough for this awesome work! But dang yes my only complaint is I play without hexes...
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morphin
Posts: 719
Joined: Fri Apr 26, 2002 6:51 pm
Location: Switzerland

Re: A hybrid map mod

Post by morphin »

Yes. Great work. Thank's so much. If you feel to do a version without hexes would be top :D
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