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Re: new city hexes test

Posted: Wed May 30, 2012 3:37 pm
by airbornemongo101
That looks very cool.

Chris,your gonna have to redo your maps now :mrgreen:

Re: new city hexes test

Posted: Wed May 30, 2012 3:41 pm
by flakfernrohr
nikivdd wrote:The Mod is strong with this one...he has a midichlotiles count of more than 10,000
Don't underestimate the power of the Massi side :D

Wonderful tiles!

Yes, Darth Vader and the darkside have no power equal to this. Massi Destruction is the Yoda Master of tiles and graphics. :wink:

Chris10, I understand the dilemma my friend. But it is a wonderful dilemma with nothing but positive endings. Think of it as a situation confronting Mozart. He has written a beautiful symphony and it is almost finished, but a new stringed instrument made by an Italian Master Craftsman (Stradivarius) has just been discovered and brought to his attention. The sounds of this instrument are so wonderful and sweet they will bring a completely new and even more beautiful and complete element to the symphony he has almost finished. The symphony is groundbreaking, unique and beautiful, but the new instrument will allow him to surpass anything he has written to date. Thus Mozart's dilemma.

Does he play the symphony as he has written it in the beginning to see how he can add the new notes for the new instrument carefully added in a re-written masterpiece or does he rewrite the symphony from the beginning with the new instrument included for an alternative masterpiece? :)

Re: new city hexes test

Posted: Wed May 30, 2012 4:07 pm
by Chris10
flakfernrohr wrote: Yes, Darth Vader and the darkside have no power equal to this.
oh..you mean Sith Lord Ha Bal Ka :lol:
airbornemongo101 wrote:Chris,your gonna have to redo your maps now :mrgreen:
flakfernrohr wrote: Chris10, I understand the dilemma my friend
Image

Re: new city hexes test

Posted: Wed May 30, 2012 7:01 pm
by massi
thanks guys! 8)
Thanks flank, you're too kind. :wink:
Image
I found a certain equilibrium and now I can also lift the x-wing from the swamp.

joke guys,
but with my new system we can recreate everything. Fortunately, I still had all my old work ready for improvements.

I think we're almost at the end. add a layer of snow and a mud, and you're done.

But first of all I have to make small improvements and details.
I would not, that the different layers, were kilometric PNG file. would be nice to have a new layer for new tiles :)

Re: new city hexes test

Posted: Wed May 30, 2012 7:04 pm
by massi
massi wrote:ImageHexagons in productionImage
THE NEW "MASSI-VE DESTRUCTION MOD (M.assi O.n D.emand)" IS READY TO 80% DO ONLY THE FROZEN AND MUDDY VERSION.

tiles completed
-1volcano 100% :D
-36 new city ruins 100% (in layer station)
-9 new city hex added and modified and slightly improved 100%
-22 new russian villages: 100% (in layer station...and I only do 12 ...)
-10 small and dispersed trees/forests 100%
-1 Submarine Port" with all these bunkers 100%
- many sections of road with houses 100%
-Coal Mine Complex (in layerstation) 100%
-Stalingrad Grain Elevator (in layerstation) 100%
-historical bridges (in roadlayer)100% arnhem (other bridges tell me that I'm ignorant :) )
-hex the industrial area dirty gray 100% (in stationlayer) 12 different additional factory hexes and Tractor Factory included
-anti tank barrier 100% (in layer station)
-dragons teeth (in layerstation)
-Atlantic Wall style gun emplacements
-Oil Fields" tile with shaft towers (in layerstation)
-V2 site (in layerstation)
-harbors industrial / military
-sea mines
in progress
hexagons secondary

-barbed wire.
-new trenches



I need some advice for these hexagons. would you like them? any ideas?
-mines field: any ideas? the tiles, as would be used in the game?
-pill boxes
-barbed wire.


I thought to modify these two units (as a bonus tile) because they are part of the land, and give it a look ... more Massive ...that adapts to new territory...
what do you think??

Image Image

Re: new city hexes test

Posted: Wed May 30, 2012 8:10 pm
by Chris10
massi wrote: I would not, that the different layers, were kilometric PNG file. would be nice to have a new layer for new tiles :)
Thats my concern too Massi...an endless layerfile in the editor with endless scrolling is very painful...
Iam not 100% sure but I think the string for adding a new layer is broken in the current 1.05exe but Rudankort stated this getting fixed for Afrika Korps because there is new terrain coming too

Re: new city hexes test

Posted: Wed May 30, 2012 8:44 pm
by massi
I was thinking of doing the hexagons of barracks and prisons or work camps, as new objectives ... what do you think?

Re: new city hexes test

Posted: Wed May 30, 2012 8:47 pm
by Chris10
massi wrote:I was thinking of doing the hexagons of barracks and prisons or work camps, as new objectives ... what do you think?
I wouldnt touch on this issue my friend (no prisons,no work camps, no concentration camps)
It could only lead to flaming and fighting :roll:
Better to keep it strictly game... :wink:

Re: new city hexes test

Posted: Wed May 30, 2012 9:32 pm
by airbornemongo101
+1

Re: new city hexes test

Posted: Wed May 30, 2012 9:45 pm
by El_Condoro
+1

Absolutely. That is a can of worms (or a Pandora's Box, if you like) that should remain closed. I could cope with liberating POW camps but not the other stuff.

Re: new city hexes test

Posted: Wed May 30, 2012 9:46 pm
by airbornemongo101
I wouldn't even do the Stalags.

Just keep it like it is

Re: new city hexes test

Posted: Wed May 30, 2012 10:01 pm
by VPaulus
Yes No POW, no concentrations camps , massi.
I think that where 's we draw a line in this game.
That's too serious stuff, that should never be in a game. That is a matter that should never be vulgarized by any form.

Re: new city hexes test

Posted: Wed May 30, 2012 10:45 pm
by massi
yes i think as you do.
I do not want to offend anyone, and make wrong things for the game. was correct on the question of the prisons of war.
we go on in designing a good game.

I will try to build the barracks, could be used?

Re: new city hexes test

Posted: Thu May 31, 2012 12:44 am
by flakfernrohr
Hi Massi Destruction. I think barrack houses of European design or large tents suitable for Army base and supply depots would be excellent. Also some piles of boxes and stacks of barrels for supply bases. I can send you a large zip file of pill box photos if you want. Just let me know and I will send it.

Attached you will see a US Army model built of the Rocket base at Peenemunde. Your Rocket Hexes are spot on I think.

Also I attach a photo of downtown Kharkov and Lenin Square pre war. This was the location of the big battle between the LAAH and the Russians for the City. I guess it's too late to ask the favor of doing a city hex with these features. But if you do others in the future, please do this one. My wife is from Kharkiv. I have been there many times.

Re: new city hexes test

Posted: Thu May 31, 2012 9:21 am
by IainMcNeil
chris10 wrote: oh..you mean Sith Lord Ha Bal Ka :lol:
Guys I don't not want to see anything like this posted. HBalck was banned for his behaviour and I want that to be the end of it.

Re: new city hexes test

Posted: Thu May 31, 2012 9:41 am
by massi
flakfernrohr Lenin Square Kharkov , is too difficult for one hex. I want to make tiles generic, I prefer. I hope you do not mind.
I am trying, with great difficulty, to work on trenches. but if I can make it, will be modular and good

Re: new city hexes test

Posted: Thu May 31, 2012 11:22 am
by flakfernrohr
massi wrote:flakfernrohr Lenin Square Kharkov , is too difficult for one hex. I want to make tiles generic, I prefer. I hope you do not mind.
I am trying, with great difficulty, to work on trenches. but if I can make it, will be modular and good

No problem at all Massi. Your work is something I have wanted for a very long long time for Panzer Corps. Everything you have done is remarkable and impressive, so I cannot feel that it leaves anything else to be desired by me.

Re: new city hexes test

Posted: Thu May 31, 2012 2:38 pm
by massi
first experiment of modular trenches.... :oops:
Too many pillbox, are on the roads layer ... (can cause problems on layeroads?) a little too big? ! I like the sandbags enough :?
this system is very difficult, not impossible, but very hard working ...
I do not know if it will go out live ..
I am going to work guys.

Image

Re: new city hexes test

Posted: Thu May 31, 2012 3:12 pm
by massi
...But I have new ideas unhealthy... ihihihi :twisted:
Give me some time ... and you have the best trenches :twisted: :twisted:

Re: new city hexes test

Posted: Thu May 31, 2012 3:27 pm
by Chris10
massi wrote:first experiment of modular trenches.... :oops:
Too many pillbox, are on the roads layer ... (can cause problems on layeroads?) a little too big? ! I like the sandbags enough :?
this system is very difficult, not impossible, but very hard working ...
I do not know if it will go out live ..
I am going to work guys.

Image
Massi..dont forget that roads can go thru or along trenches...they are to wide and to big right now..and the bunkers are buildings...they shoulnt show up along trenches...
difficult problem..hmm