Hello Faos333:
I did just that (making a pdf file) with an icon mask creation tutorial (by Bebro, I think) but not with this one. So, If you can make a Pdf map creation tutorial, it would be very much appreciated by me and no doubt by many other forum members.
Thanks!
Guide to create a map
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- Major-General - Jagdtiger
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Re: Guide to create a map
thanks for clarifying, sure I can try to make one PDF, can you share the link, for icon mask?guille1434 wrote: ↑Tue Nov 29, 2022 10:13 pm Hello Faos333:
I did just that (making a pdf file) with an icon mask creation tutorial (by Bebro, I think) but not with this one. So, If you can make a Pdf map creation tutorial, it would be very much appreciated by me and no doubt by many other forum members.
Thanks!
Battlefield Europe get the most from Panzer Corps
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985

Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
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- Major-General - Jagdtiger
- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guide to create a map
Hello Faos: Check your private messages inbox, I have sent the link to you there.
Greetings.
Greetings.
Re: Guide to create a map
For those interested in creating maps for the Panzer Corps game.
I created a PDF GUIDE how to CREATE MAPS, from Nikivdd original post in this forum and added a few comments I found useful.
You can download it from the below link:
https://bit.ly/3Fw0XuO
Location: https://drive.google.com/drive/folders/ ... sp=sharing
Thank you Nikkivdd
I created a PDF GUIDE how to CREATE MAPS, from Nikivdd original post in this forum and added a few comments I found useful.
You can download it from the below link:
https://bit.ly/3Fw0XuO
Location: https://drive.google.com/drive/folders/ ... sp=sharing
Thank you Nikkivdd

Battlefield Europe get the most from Panzer Corps
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985

Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Re: Guide to create a map
I make maps in Panzer Corps using google maps.
First, I need to know how many hexes the map should have: width and length, e.g. 100hex x 100hex. You also need to know what the real area will be. For example, let's say Hanover - Berlin = 250km and Hamburg - Kasel - 250km. This means that one hex = 2.5 km
In this case, I map the hex screen from the scenario editor (100% zoom) and match it to the distance of 2.5 km on google map. I have two windows open scenario editor and google maps. I switch alt-tab screens. I mark key cities and place a city marker there. On the monitor screen, I stick small dots of blue stick mass (it doesn't stain the screen, and it looks like plasticine). Thanks to this tactic, my maps created for the PAK Panzer Corps mod look like real maps:
Operation Bagration:
https://i.pinimg.com/originals/cd/58/cd ... 3fbfd9.png
Last days of Germany 1945:
https://i.pinimg.com/originals/63/c3/c9 ... 3f6952.png
After I have the cities marked on the map, I have to check if the names are correct. For example, today's Vyborg was in 1939 the Finnish Viipuri.
After selecting the cities, it's time for the lakes. the scheme is the same as for cities. As for railways and roads, you need maps from the era.
Finally, we need a map of the terrain: mountains, valleys, hills, rivers
If the map depicts a historical battle, it is worth checking Orde de battle. Wikipedia, books, internet forums, maps will help us.
Thanks to this, we know what units were involved and where +- hex were located. Example: troop locations in Africa December 1941: https://worldwariipodcast.net/wordpress ... caMap3.jpg
And information from the forum:
https://community.battlefront.com/topic ... -campaign/
First, I need to know how many hexes the map should have: width and length, e.g. 100hex x 100hex. You also need to know what the real area will be. For example, let's say Hanover - Berlin = 250km and Hamburg - Kasel - 250km. This means that one hex = 2.5 km
In this case, I map the hex screen from the scenario editor (100% zoom) and match it to the distance of 2.5 km on google map. I have two windows open scenario editor and google maps. I switch alt-tab screens. I mark key cities and place a city marker there. On the monitor screen, I stick small dots of blue stick mass (it doesn't stain the screen, and it looks like plasticine). Thanks to this tactic, my maps created for the PAK Panzer Corps mod look like real maps:
Operation Bagration:
https://i.pinimg.com/originals/cd/58/cd ... 3fbfd9.png
Last days of Germany 1945:
https://i.pinimg.com/originals/63/c3/c9 ... 3f6952.png
After I have the cities marked on the map, I have to check if the names are correct. For example, today's Vyborg was in 1939 the Finnish Viipuri.
After selecting the cities, it's time for the lakes. the scheme is the same as for cities. As for railways and roads, you need maps from the era.
Finally, we need a map of the terrain: mountains, valleys, hills, rivers
If the map depicts a historical battle, it is worth checking Orde de battle. Wikipedia, books, internet forums, maps will help us.
Thanks to this, we know what units were involved and where +- hex were located. Example: troop locations in Africa December 1941: https://worldwariipodcast.net/wordpress ... caMap3.jpg
And information from the forum:
https://community.battlefront.com/topic ... -campaign/
Re: Guide to create a map
Good Job !ajs81 wrote: ↑Fri Dec 23, 2022 7:38 am I make maps in Panzer Corps using google maps.
First, I need to know how many hexes the map should have: width and length, e.g. 100hex x 100hex. You also need to know what the real area will be. For example, let's say Hanover - Berlin = 250km and Hamburg - Kasel - 250km. This means that one hex = 2.5 km
In this case, I map the hex screen from the scenario editor (100% zoom) and match it to the distance of 2.5 km on google map. I have two windows open scenario editor and google maps. I switch alt-tab screens. I mark key cities and place a city marker there. On the monitor screen, I stick small dots of blue stick mass (it doesn't stain the screen, and it looks like plasticine). Thanks to this tactic, my maps created for the PAK Panzer Corps mod look like real maps:
Operation Bagration:
https://i.pinimg.com/originals/cd/58/cd ... 3fbfd9.png
Last days of Germany 1945:
https://i.pinimg.com/originals/63/c3/c9 ... 3f6952.png
After I have the cities marked on the map, I have to check if the names are correct. For example, today's Vyborg was in 1939 the Finnish Viipuri.
After selecting the cities, it's time for the lakes. the scheme is the same as for cities. As for railways and roads, you need maps from the era.
Finally, we need a map of the terrain: mountains, valleys, hills, rivers
If the map depicts a historical battle, it is worth checking Orde de battle. Wikipedia, books, internet forums, maps will help us.
Thanks to this, we know what units were involved and where +- hex were located. Example: troop locations in Africa December 1941: https://worldwariipodcast.net/wordpress ... caMap3.jpg
And information from the forum:
https://community.battlefront.com/topic ... -campaign/
Can you make a few Euro Maps (scale about 1 Hex = 3 km ) for me ?
Re: Guide to create a map
SCALE of UNITS
Also, the scale of units presented on a map, is another area that needs to be decided in case somebody wants to build faster and more historical accurate scenarios.
Mc Guba in Battlefield Europe has done a lot of research regarding Unit Scale and in my opinion the easiest thing to do, is to use an analogue from his calculations.
In the BE Mod an army Corps with 2-4 infantry divisions with 20.000 - 40.000 men, is represented by one infantry unit on map. Regarding armor 200 tanks are represented by one tank unit. As for the planes 100-120 units are represented by one air unit. While 1.000 pieces of artillery are represented by one piece of artillery in the Mod.
Using an analogue of this logic a designer can easily allocate forces on any historical based map -scenario.
For a more detailed explanation see BE library.
Also, the scale of units presented on a map, is another area that needs to be decided in case somebody wants to build faster and more historical accurate scenarios.
Mc Guba in Battlefield Europe has done a lot of research regarding Unit Scale and in my opinion the easiest thing to do, is to use an analogue from his calculations.
In the BE Mod an army Corps with 2-4 infantry divisions with 20.000 - 40.000 men, is represented by one infantry unit on map. Regarding armor 200 tanks are represented by one tank unit. As for the planes 100-120 units are represented by one air unit. While 1.000 pieces of artillery are represented by one piece of artillery in the Mod.
Using an analogue of this logic a designer can easily allocate forces on any historical based map -scenario.
For a more detailed explanation see BE library.
Battlefield Europe get the most from Panzer Corps
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985

Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985