Page 2 of 3
Re: Map feedback wanted
Posted: Sun Jul 15, 2012 2:35 am
by Xitax
I think the desert tiles could use some more rocks, a la hammada.
Re: Map feedback wanted
Posted: Sun Jul 15, 2012 5:05 am
by Kamerer
Map comments:
I did not play beta 1. Cannot comment. However:
a) I do not find the maps boring. I find them interesting.accurate enough.
b) Much prefer stronger road contrast as in R.e.M. scenario.
c) Desert/green transitions look good to me.
d) found error in Gazala map, at 23,22 - looks like escarpment, but is labeled and acts as desert (you can traverse it).
Re: Map feedback wanted
Posted: Sun Jul 15, 2012 6:29 am
by uran21
Kamerer wrote:found error in Gazala map, at 23,22 - looks like escarpment, but is labeled and acts as desert (you can traverse it).
Confirmed, fixed. There was another one at 29,21 fixed that too. Thanks.
Re: Map feedback wanted
Posted: Sun Jul 15, 2012 4:46 pm
by Razz1
chris10 wrote:Scenario
Tunesian Bridgehead
- roads curving over rivers -
- no bridges
- river does not go thur city hex - needs bridge too
to illustrate road desing over rivers I add orange markers how the road should go to get straight crossings in order to place proper bridges
Well..thats about it
Other scenarios I didnt adress is cause I havent found something which really disturbed me....
oh..and..sry for seventeen time post

Is that Dollar sign in the correct hex?
Re: Map feedback wanted
Posted: Sun Jul 15, 2012 6:40 pm
by Rudankort
chris10
Thanks for your efforts, you are an undisputed champion of this topic.
2All: Any other feedback on this? We will work on finalizing the maps, including their visual appearances, during the next week. If there is anything you don't like about the maps, let us know!
Re: Map feedback wanted
Posted: Sun Jul 15, 2012 8:29 pm
by Razz1
uran21 wrote:Kamerer wrote:found error in Gazala map, at 23,22 - looks like escarpment, but is labeled and acts as desert (you can traverse it).
Confirmed, fixed. There was another one at 29,21 fixed that too. Thanks.
Oh crap! I thought that was an intentional design that a player could use to ease movement.
Re: Map feedback wanted
Posted: Mon Jul 16, 2012 1:50 pm
by Erik2
Chris, the Main Map Man!
Very good feedback.
I have one disagreement however, the curved roads across rivers. If these were not 'allowed' I think a number of roads would get quite convoluted, not so much in Africa than in Europe where may be a lot of rivers on a map.
Re: Map feedback wanted
Posted: Mon Jul 16, 2012 5:09 pm
by Chris10
Erik wrote:Chris, the Main Map Man!
Very good feedback.
I have one disagreement however, the curved roads across rivers. If these were not 'allowed' I think a number of roads would get quite convoluted, not so much in Africa than in Europe where may be a lot of rivers on a map.
no trouble at all...wasnt that big of an effort...
and the curved road issue can be adressed when taking this into account from beginning...Its not my call but all maps I have seen can easily be re-edited to only have always straight river crossings with proper bridges, it simply looks more plausible and appealing...sometimes things could even get fixed by simply changing the road overlays or the river overlays and not even the tiles themself

When I made the PzC East map I found (after finishing the map) I forgot two curved river crossings.. they would have been hard to change and would have requiered some fiddling around but for obvious reasons I didnt wanted to hit generate tiles again on a 77.000 hex map blowing out of the widnow all overlays... so I made a curved bridge out of the exiting rail bridge...

...when curved river crossings are used at least a bridge could be made..its only a few minutes
Re: Map feedback wanted
Posted: Tue Jul 17, 2012 9:52 am
by Kamerer
Persia -
Port hex at 48,14 (Masqat) has road extending into sea.
Re: Map feedback wanted
Posted: Wed Jul 18, 2012 10:42 am
by Chris10
There have been designed transition roads from road to desert road appearance which make the roads look a lot less odd when chanigng from one to another
I wonder why
1. They are not consecuently used ? In fact they are not employed in any map
2. Why the graphic desginer only made some curved ones which he didnt even finish ?
3. Why the graphic designter did not made the 9 needed straight ones to use them in all directions ?
I hardly imagine this a question of ressources...its a few minutes rendering the roads with another color setting and place them in the layer...
juist sayin
I imagine this terrain hex to be the "escarpments" but placing it and hit generate tiles does nothing...at least visually nothing changes...!?
As well I noticed 2 blank and clickable tile slots at the end..does that mean poeple can add 2 custom tiles ?
Re: Map feedback wanted
Posted: Wed Jul 18, 2012 4:40 pm
by uran21
Terrain you are pointing is "strait". It generates only clear ground and you need to fix it manually. It is used for Suez Canal and it is intended for similar purposes, like Strait of Messina between Sicily and Italy. Ships can pass trough it but land forces as well.
Re: Map feedback wanted
Posted: Thu Jul 19, 2012 12:48 am
by ThvN
A small addition, on Reconaissance in Force, the escarpments at (24,10) and (34,13) have their edges suddenly cut off as if they were to continue into the next hex. No big deal.
About the sand (desert) roads:
Both the normal ones and the sand variation are plenty clear, but they don't always work well when they are both on the same map. For example, the roads along the coast of Dash to the Wire near Sollum go from normal to desert a couple of times within a few hexes (39,19) and (42,19). It would work better on this map to have one color road if it only passes through one or two hexes, it looks a bit odd to me as it is now.
Green-to-desert transitions:
They look more natural to me in the first scenarios, in Dash to the Wire and the following scenarios the blending of green (clear) to sand (desert) looks less natural to me. The contrast between the two is a lot higher here, which can make the map look more colorful, but I prefer the drab and more plain look of Recon in Force, Brevity and Battleaxe. Ras el Mdauuar is very plain, but I think the normal roads actually accentuate that, it might actually look better with sand roads.
Just my impressions.
Re: Map feedback wanted
Posted: Sat Jul 21, 2012 1:58 am
by Mountaineer
The game needs secondary roads. The limit to primary roads makes the ma look almost bare, but Africa and Europe are rife with secondary assages that tanks and trucks can take advantage of.
Re: Map feedback wanted
Posted: Sat Jul 21, 2012 1:59 am
by Mountaineer
The game needs secondary roads. The limit to primary roads makes the map look almost bare, but Africa and Europe are rife with secondary passages that tanks and trucks can take advantage of.
Re: Map feedback wanted
Posted: Sat Jul 21, 2012 10:18 am
by Chris10
Mountaineer wrote:The game needs secondary roads. The limit to primary roads makes the map look almost bare, but Africa and Europe are rife with secondary passages that tanks and trucks can take advantage of.
Given the map size of most scnearios I have difficultys to imagine secondary roads..it would fill the maps with roads all over the place
btw I just noticed that most map issues I posted havent been adressed whatsoever...not only the visual ones but the plain erros are still there like the road going into the see thru a harbor and the proper river mouths ending into the see...are maps handedited anyway or simply generated by hitting "generate tiles" ?
Re: Map feedback wanted
Posted: Sat Jul 21, 2012 10:28 am
by lordzimoa
btw I just noticed that most map issues I posted havent been adressed whatsoever...not only the visual ones but the plain erros are still there like the road going into the see thru a harbor and the proper river mouths ending into the see...are maps handedited anyway or simply generated by hitting "generate tiles" ?
They are being addressed no worries... we hope to have all map polish and bugs covered in the Beta build for next week.

Re: Map feedback wanted
Posted: Sat Jul 21, 2012 11:05 am
by Chris10
lordzimoa wrote:btw I just noticed that most map issues I posted havent been adressed whatsoever...not only the visual ones but the plain erros are still there like the road going into the see thru a harbor and the proper river mouths ending into the see...are maps handedited anyway or simply generated by hitting "generate tiles" ?
They are being addressed no worries... we hope to have all map polish and bugs covered in the Beta build for next week.

oh..disregard my comment then

Re: Map feedback wanted
Posted: Sat Jul 21, 2012 11:21 am
by lordzimoa
No problem Chris, only when maps are locked, we polish them, as there might be some map and scenario changes based on Beta feedback, the maps are really one of our last art/media jobs to do.
Important though as it will give the scenarios more flavour, so please keep on looking for faults or errors and report anything you see, as we still have time enough to correct map errors and improve them.
Your feedback is greatly appreciated. We may not post or comment in every thread, but be sure we read and listen all the time...
Cheers,
Tim aka LZ
Re: Map feedback wanted
Posted: Sat Jul 21, 2012 2:47 pm
by Moltke71
Did you see the correct city names and comments on the terrain in southern India in the British India thread?
Re: Map feedback wanted
Posted: Sat Jul 21, 2012 7:33 pm
by lordzimoa
Aye thanks, I`me sure Kresimir have picked this up.