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Extended map - updated version now available - 10/18/2021 4:39:35 AM   
Andrew Brown


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From: Hex 82,170
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After doing an update of the official map (fixing a few minor errors), I have completed an update of my 'extended' map.

Note that this map is NOT compatible with the official scenarios that come with the game. It needs to be played using a customised scenario, such as the 'Da Babes' scenarios.

For the update to my extended map, I have made the same corrections as made to the official map, plus made a few other changes and additions, such as new islands.

One major change is a more extensive representation of the flooding that occurred in China due to the diversion of the Yellow River, with communication links now more affected and with larger areas of 'swamp' (flood affected areas).

The updated map and corresponding map data file are available on my WitP-AE map website.

Many thanks to all in this forum that contributed to the corrections and suggested changes.

Here is a list of the changes:

  • The flooding that resulted from the diversion of the Yellow River (Huang He) is now represented by the following changes:

    • The following hexes are now swamp hexes: 89,44, 88,45, 89,46, 88,47, 89,47, 89,48, 90,48, 89,49, 90,49, 91,49, 92,50.
    • The railway line and road between hexes 88, 43 and 88,44 (Chengchow) are both cut
    • The railway line between hexes 88,43 and 89,44 (Kaifeng) is cut
    • The railway line between hexes 90,49 and 90,50 is cut
    • The road between hexes 90,46 and 89,48 is cut, and the remainder downgraded from primary to secondary road
    • Cut rail lines retain their ‘track’ status for non-rail transport

  • The destruction of the Peiping-Hankow railway bridge across the Yellow River is now represented as a break in that railway NE of Chengchow.
  • All road and railway bridges across the Yangtze River between Hankow (85,50) and the coast have been removed.
  • Some new atolls – all very small in size – have been added in the Caroline Islands:

    • Puluwat (hex 108,107)
    • Namonuito (hex 110,105)
    • Hall Islands (hex 113,106)

  • Scawfell Island (small island) added in hex 95,148 (just off the coast of Queensland, Australia).
  • The island of Rendova (large island) in the Solomons now gets its own hex (110,135). It was formerly on the border between that hex and hex 111,134 (part of New Georgia).
  • The Paracel islands, a very small atoll, has been added in hex 71,67.
  • The island of Pulo Condore (medium island) has been added in hex 59,75.
  • The ‘Adams Bridge’ stretching between India and Ceylon now includes an island (medium sized) in hex 31,44 (Pamban Island) and the railway that connected it to the Indian mainland.
  • A minor railway line has been added in Burma from Lashio (hex 62,46) to the adjacent hex 61,45. The latter is the location of the Bawdwin mine, which was a significant source of metals. To make use of this addition a scenario will need to include a base in hex 61,45.
  • A missing railway line has been added in Malaya between Kualar Lumpur (hex 49,79) and the adjacent hex 48,79. To make use of the railway line a scenario will need to include a base in hex 48,79 (Port Swettenham).
  • Several minor inconsistencies between map art and map data for railway lines in China have been corrected, by changing the map data to match the map art. These are mainly railway ‘stubs’ that have been cleaned up.
  • The map text for the base ‘Manado’ changed to ‘Menado’.
  • The map text for the following Soviet bases have been corrected:

    • Kysyl to Kyzyl
    • Choybalsan to Choibalsan

  • The terrain art in hexes 80,13, 81,14 and 81,15 changed from Clear to Forest+Rough so that the map art matches the existing map data.
  • Some of the terrain in Northern Australia has been changed to increase map accuracy and reduce the large expanses of clear terrain:

    • Hexes 72,127 and 72,128 changed to rough
    • Hexes 73,127 and 74,127 changed to rough
    • Hex 70,129 changed to rough
    • Hexes 77,127, 77,128 and 78,128 changed to rough
    • Hexes 78,127, 79,127, 79,128 and 81,128 changed to jungle+rough
    • Hexes 81,135, 81,136, 82,136 and 81,137 changed to rough
    • Hexes 83,141, 83,142 and 83,143 changed to rough
    • Hex 76,128 (Katherine) changed to cultivated
    • Hex 86,147 (Winton) changed to cultivated
    • Hexes 91,146 and 91,149 changed to cultivated

  • The map text for the base ‘Anking’ shifted a little so that the road underneath it is not obscured.
  • The map data for the Skeene River between Prince Rupert and Terrace now matches the map art.
  • The one hex long stub of road leading north from Fort St. John in Canada (hex 203,34) has been removed. This was part of the Alcan Highway which was not constructed until after the start of the Pacific War.
  • Most of the roads between Edmonton (hex 210,35) and Fort St. John (hex 203,34) have been downgraded from Primary to Secondary roads.
  • The roads to the hex locations of the Canadian towns of Hay River (hex 201,24) and Yellowknife (hex 199,21) have been removed. Apparently these were ‘winter roads’ and construction of proper roads only started at the end of WW2.
  • The hexsides of hex 211,22 have been modified to match the map art (changed W and SW hexsides to Land).
  • Several minor fixes to railway map data in China to ensure map data matches map art.
  • The island of Kalao in the DEI (66,110) has had its map data corrected so that amphibious assaults of the hex are now allowed.
  • Hex 84,110 has been changed from a land hex to a coastal hex to match the map art.


Thanks to the following Matrix Games forum members for pointing out some of these fixes/changes:

  • Kull
  • DesertWolf101
  • Dutch_slith
  • GetAssista

Particular thanks to LargeSlowTarget, who has made a map mod including the Yellow River flooding, several new islands, the Adams Bridge, and the railway to Bawdwin. I have used his modified map as a source for these ideas.
See the Map_Install_Readme.txt file included with the zip file for instructions for installing this map update.

Cheers,
Andrew Brown

PS: Note that this map has NOT BEEN PLAYTESTED. If you use this map and discover any problems please let me know ASAP.

PPS: Next, I will finish several alternatives to this map which represent communications links that were upgraded during the war - specifically the Alcan highway, Burma railway, and Ledo Road. I will post here when they are ready.

< Message edited by Andrew Brown -- 11/17/2021 8:54:30 AM >
Post #: 1
RE: Extended map - updated version now available - 10/18/2021 11:36:44 AM   
btd64


Posts: 9491
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: online
Great work Andrew. One question though. Have you considered fixing the dead-end rail and road spurs in SE Australia?....GP

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(in reply to Andrew Brown)
Post #: 2
RE: Extended map - updated version now available - 10/18/2021 12:05:18 PM   
btd64


Posts: 9491
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: online
Nice Site Andrew. It still has that new site smell....GP

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(in reply to btd64)
Post #: 3
RE: Extended map - updated version now available - 10/18/2021 9:17:11 PM   
Andrew Brown


Posts: 4962
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: btd64

Great work Andrew. One question though. Have you considered fixing the dead-end rail and road spurs in SE Australia?....GP


I have taken the opposite approach - for my own scenario, I add in the bases at the ends of the rail lines to make them functional. That still leaves them dead-ends for the official scenarios of course.

(in reply to btd64)
Post #: 4
RE: Extended map - updated version now available - 10/18/2021 9:45:17 PM   
btd64


Posts: 9491
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: online

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: btd64

Great work Andrew. One question though. Have you considered fixing the dead-end rail and road spurs in SE Australia?....GP


I have taken the opposite approach - for my own scenario, I add in the bases at the ends of the rail lines to make them functional. That still leaves them dead-ends for the official scenarios of course.



OK....GP

_____________________________

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(in reply to Andrew Brown)
Post #: 5
RE: Extended map - updated version now available - 10/18/2021 10:00:44 PM   
Moltrey


Posts: 285
Joined: 4/11/2010
From: Virginia
Status: offline
Sounds great Andrew. Looking forward to the implementations.

At the risk of being too presumptuous, have you by chance talked to Andy Mac with regards to his scenario updates and mods?
He has modified the AI in the original scenarios and made alternative scenarios 1 and 2 with slight map changes.
I am curious to see if he would be willing to incorporate your new maps into his work, as (if memory serves) he was hesitant to do much besides add dot bases to "prod" the AI and correct some unit data, etc. (I am missing some things).
All that is from memory, so I don't know the whole story.

Thanks.

(in reply to btd64)
Post #: 6
RE: Extended map - updated version now available - 10/19/2021 7:56:10 AM   
Andrew Brown


Posts: 4962
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Moltrey

Sounds great Andrew. Looking forward to the implementations.

At the risk of being too presumptuous, have you by chance talked to Andy Mac with regards to his scenario updates and mods?
He has modified the AI in the original scenarios and made alternative scenarios 1 and 2 with slight map changes.
I am curious to see if he would be willing to incorporate your new maps into his work, as (if memory serves) he was hesitant to do much besides add dot bases to "prod" the AI and correct some unit data, etc. (I am missing some things).
All that is from memory, so I don't know the whole story.

Thanks.


I am aware of the extra dot bases Andy added. As long as the map data itself was not changed from the original then his scenarios should be compatible with the updated official map. Similarly, scenarios developed for the extended map should work with this updated extended map as well - the only issue will be that this update includes a few islands that won't have corresponding bases (unless a scenario is updated to include them).


(in reply to Moltrey)
Post #: 7
RE: Extended map - updated version now available - 10/19/2021 11:51:17 AM   
OnWargaming


Posts: 87
Joined: 9/13/2021
From: Italy
Status: offline
Quick question, which scenarios are fully compatible with your updated extended map?

(in reply to Andrew Brown)
Post #: 8
RE: Extended map - updated version now available - 10/19/2021 10:45:36 PM   
Moltrey


Posts: 285
Joined: 4/11/2010
From: Virginia
Status: offline

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Moltrey

Sounds great Andrew. Looking forward to the implementations.

At the risk of being too presumptuous, have you by chance talked to Andy Mac with regards to his scenario updates and mods?
He has modified the AI in the original scenarios and made alternative scenarios 1 and 2 with slight map changes.
I am curious to see if he would be willing to incorporate your new maps into his work, as (if memory serves) he was hesitant to do much besides add dot bases to "prod" the AI and correct some unit data, etc. (I am missing some things).
All that is from memory, so I don't know the whole story.

Thanks.


I am aware of the extra dot bases Andy added. As long as the map data itself was not changed from the original then his scenarios should be compatible with the updated official map. Similarly, scenarios developed for the extended map should work with this updated extended map as well - the only issue will be that this update includes a few islands that won't have corresponding bases (unless a scenario is updated to include them).




Ah, yes, that rings a bell. Andy did say that he was NOT changing the map data itself, only adding the dot bases for the effect desired for the AI routines.

Guess I need to ask Skacee to take a look at your new version(s) and see if he can incorporate them into his map mod.

Thanks again Andrew.

(in reply to Andrew Brown)
Post #: 9
RE: Extended map - updated version now available - 10/20/2021 9:58:33 AM   
Andrew Brown


Posts: 4962
Joined: 9/5/2000
From: Hex 82,170
Status: offline
Oops. I noticed while I was working on my 1942 map that I left something out of my work on this extended map and my updated official map: I had changed the Richardson Highway between Valdez and Fairbanks in Alaska from a main to a secondary road in the map art, but forgot to change the map data to match. I have fixed that and uploaded the updated zip files to my site (linked in the first post).

(in reply to Moltrey)
Post #: 10
RE: Extended map - updated version now available - 11/3/2021 7:36:24 AM   
Tanaka


Posts: 4190
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: OnWargaming

Quick question, which scenarios are fully compatible with your updated extended map?


Only scenarios developed for the extended map should work with this updated extended map. DaBigBabes B and C are the ones I can think of offhand. Anyone know any others?

https://sites.google.com/site/dababeswitpae/dabigbabes

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Post #: 11
RE: Extended map - updated version now available - 11/5/2021 7:23:18 AM   
Tanaka


Posts: 4190
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: Moltrey


quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Moltrey

Sounds great Andrew. Looking forward to the implementations.

At the risk of being too presumptuous, have you by chance talked to Andy Mac with regards to his scenario updates and mods?
He has modified the AI in the original scenarios and made alternative scenarios 1 and 2 with slight map changes.
I am curious to see if he would be willing to incorporate your new maps into his work, as (if memory serves) he was hesitant to do much besides add dot bases to "prod" the AI and correct some unit data, etc. (I am missing some things).
All that is from memory, so I don't know the whole story.

Thanks.


I am aware of the extra dot bases Andy added. As long as the map data itself was not changed from the original then his scenarios should be compatible with the updated official map. Similarly, scenarios developed for the extended map should work with this updated extended map as well - the only issue will be that this update includes a few islands that won't have corresponding bases (unless a scenario is updated to include them).




Ah, yes, that rings a bell. Andy did say that he was NOT changing the map data itself, only adding the dot bases for the effect desired for the AI routines.

Guess I need to ask Skacee to take a look at your new version(s) and see if he can incorporate them into his map mod.

Thanks again Andrew.


That is correct I can confirm that Andy did not change the pwhexe.dat, pwzlink.dat, pwzone.dat files only the scenario and AI files in his updated scenario. So Andy's updated scenario should work fine with Andrew's stock map update but not this extended update.

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Post #: 12
RE: Extended map - updated version now available - 11/17/2021 9:04:20 AM   
Andrew Brown


Posts: 4962
Joined: 9/5/2000
From: Hex 82,170
Status: offline
Update: I have ported the fix to the problem of not being able to amphibiously invade the island of Kalao in the DEI to the extended map, and I have uploaded a copy of the extended map files that include the updated map data to my WitP-AE website.

The added fixes are:

  • The island of Kalao in the DEI (66,110) has had its map data corrected so that amphibious assaults of the hex are now allowed.
  • Hex 84,110 has been changed from a land hex to a coastal hex to match the map art.

In addition, I have also fixed the map data in Burma to match the changes I made to the road network which connects to Myitkyina - basically removing it to better represent the poor roads in this area. The railway and its corresponding 'trail' are now the only connections to Myitkina.

As always if anyone spots an issue with this map, or the map data, please let me know.


(in reply to Tanaka)
Post #: 13
RE: Extended map - updated version now available - 11/17/2021 11:35:41 AM   
btd64


Posts: 9491
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: online
Thank you Andrew....GP

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Post #: 14
RE: Extended map - updated version now available - 11/25/2021 9:26:58 AM   
Andrew Brown


Posts: 4962
Joined: 9/5/2000
From: Hex 82,170
Status: offline
Another update:
I have ported the Da Big Babes hex stacking limit data over to this version of the extended map. For those who like to play with stacking limits, you can find the map data file with stacking limits linked from the Extended map page of my AE website.

As always if you spot any issue please let me know.

(in reply to btd64)
Post #: 15
RE: Extended map - updated version now available - 11/25/2021 12:06:28 PM   
RangerJoe


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Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: online
Thank you.

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Post #: 16
RE: Extended map - updated version now available - 11/25/2021 1:04:17 PM   
Ian R

 

Posts: 3242
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From: Cammeraygal Country
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Andrew, what do you think is a good name for the end of the rail line south of Darwin?

I went with "Terminus" in the ongoing revision of my mod (along with hay somewhere down south in NSW for a similar purpose), because there seems to be an ongoing fight about whether Birdum or Larrimah was the terminus of the line.



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Ian R

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Post #: 17
RE: Extended map - updated version now available - 11/25/2021 7:18:34 PM   
Andrew Brown


Posts: 4962
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From: Hex 82,170
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quote:

ORIGINAL: Ian R

Andrew, what do you think is a good name for the end of the rail line south of Darwin?

I went with "Terminus" in the ongoing revision of my mod (along with hay somewhere down south in NSW for a similar purpose), because there seems to be an ongoing fight about whether Birdum or Larrimah was the terminus of the line.


So far I have used Birdum. I didn't know there was controversy about that - I probably just came across a reference to Birdum somewhere and went with it. However I can see that in Wikipedia it claims that the terminus moved to Larrimah during WW2 - so it is claimed anyway. They are close together so it doesn't really matter as they would be in the same hex.

(in reply to Ian R)
Post #: 18
RE: Extended map - updated version now available - 11/30/2021 5:20:21 AM   
Tanaka


Posts: 4190
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: Andrew Brown

Another update:
I have ported the Da Big Babes hex stacking limit data over to this version of the extended map. For those who like to play with stacking limits, you can find the map data file with stacking limits linked from the Extended map page of my AE website.

As always if you spot any issue please let me know.


Hi Andrew just noticed something confusing on your extended map webpage. The link for the stacking limits says it is for the official stock map and not the extended map?

A map data file (pwhexe.dat) for this version of the extended map, but which includes stacking limits for land units in all land and coastal hexes (terrain dependent).:
Map data file for official map with stacking limits (70 KB). Map data version 2021-11-15
This is the map data file only and you will need an updated version of the official map (above) as well. See below for installation instructions.

< Message edited by Tanaka -- 11/30/2021 5:21:40 AM >


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Post #: 19
RE: Extended map - updated version now available - 11/30/2021 7:04:31 AM   
Andrew Brown


Posts: 4962
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Tanaka
Hi Andrew just noticed something confusing on your extended map webpage. The link for the stacking limits says it is for the official stock map and not the extended map?

A map data file (pwhexe.dat) for this version of the extended map, but which includes stacking limits for land units in all land and coastal hexes (terrain dependent).:
Map data file for official map with stacking limits (70 KB). Map data version 2021-11-15
This is the map data file only and you will need an updated version of the official map (above) as well. See below for installation instructions.


You are right - I copied that bit of text from the official map page. The link to the file was OK but I didn't update the text. Fixed now. Thanks.

(in reply to Tanaka)
Post #: 20
RE: Extended map - updated version now available - 12/1/2021 12:53:57 AM   
Pascal_slith


Posts: 1644
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From: back in Commiefornia
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Thank you very much, Andrew. I haven't been back in the forums for a few years now and hope to start a PBEM again using your new maps.

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