02-08-2018, 09:16 PM | #11 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: Making Maps: Showing off and getting help
Hmmm, nine black Ogres ... running roughshod across the land ...
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02-09-2018, 10:07 PM | #12 |
Join Date: Jan 2018
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Re: Making Maps: Showing off and getting help
Surely there are more rail lines in these areas? I'll have to go look myself now.
Phil |
02-10-2018, 06:36 AM | #13 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Making Maps: Showing off and getting help
Hmmm, that's an interesting request. I can't do the whole thing, but there are a couple areas I could look at. Erebor and Ithildin are the ones that seem most appealing to me.
Arg! you are totally correct. I know where most the lines should be on the Utah lake map, but I need to go looking for rail lines in Texas. It currently has a rail yard on the map but no rails aside from that.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
02-10-2018, 11:24 PM | #14 |
Join Date: Dec 2007
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Re: Making Maps: Showing off and getting help
Thermopylae, although landscape has changed in 2400 years.
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Sapor similis pullo. |
02-11-2018, 07:51 AM | #15 |
Join Date: May 2013
Location: Tyler, Texas
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Re: Making Maps: Showing off and getting help
Many of the old SPI quadrigames have maps that are roughly the same scale as GEV (roughly 1-2 Miles per hex): Modern Battles Quad I and II; NATO Division Commander; North Africa Quad; Westwall Quad; Island War Quad; Berlin ‘85 (for a REAL city fight); Wacht Am Rhine (Battle of the Bulge); Westwall Quad; and Battles for the Ardennes Quad.
Games like the Napoleon at War quads are at a nominally lower scale (1 hex equals about 500m), but the maps look about right for GEV. Other SPI games with different scales but still good GEV-style maps - Cobra, Army Group South Quad, and the Central Front series (particularly BAOR). Oh and Hell’s Highway by Victory Games for a constricted Market-Garden style operation. The main issue with translating these games is that they usually have more types of rough terrain. I suggest interpreting the maps by treating the lowest level of rough terrain as clear and the other layers as woods. I’d also probably ignore towns but treat cities as GEV towns. If that produces too open a map, convert all rough terrain to woods, swamps or towns as appropriate. Last edited by tbeard1999; 02-11-2018 at 08:35 AM. |
02-12-2018, 05:02 AM | #16 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Making Maps: Showing off and getting help
Quote:
I'd like to see a Mountain represented as a darker colored Ridge terrain already in the game and have it declared as impassible terrain to everything. This especially got my attention even though I've been hoping to see mountain terrain for a long time with the debut of OGRE on STEAM especially when using the Scenario Creator. A Mountain terrain that is impassible to all units would be a great addition to the game.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-12-2018 at 05:05 AM. |
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02-13-2018, 10:14 AM | #17 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Making Maps: Showing off and getting help
Quote:
and your wish has been granted: Thermopele Thermopylae is a surprisingly simple map. Once again mountains feature prominently. Greece has a surprisingly large number of orchards. Much of the forested area is actually orchard, particuarly that not marked as mountain. The orchard area also tends to be on hills even some mountains, so I don't feel bad representing them as rough terrain. An additional piece of mountain trickiness is that the railroads both have several tunneled sections. Thermopylae the village is on hex 1912, near the south extremity of the bay, and is so small it doesn't show up with any notable effect. The rubble represents open pit mines. This map looks really good for the type of asymmetric match-ups ogre is famous for. The classic option, given the location, is to give a superior force a time limit to cross the mountains and access the roads going south. Its got choke points, but I note that one single point won't hold everything. Unless you want to commit to open battle just south of lamia, the big town, but that's a different fight. This is actually a really hard request, because the maps tend to be grandiose in size and I don't have all the tools for a real world location.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 02-13-2018 at 10:40 AM. |
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02-13-2018, 10:06 PM | #18 | |||
Join Date: Oct 2005
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Re: Making Maps: Showing off and getting help
Mountains could just be terrain where INF has M1 and nothing else can go unless there's a road, and 2X or 3X cover for INF. (If you need mountains with existing terrain rules try ridge hex sides around swamp. Any fool that drives an SHVY over the ridge can get stuck.)
If you've got access, I think one of the (on hold) Assault Packs had rules for mountains and cliffs. Quote:
If parking is free, in flat lots, to me that's not town. There's no cover for INF, and nothing to slow down a tank. A city like Phoenix - which has only a maybe three blocks of downtown, but flat sprawl for miles - I think should be clear terrain - all those 5-lane and 7-lane avenues, and no basements. (South Mountain Park and the Sierra Estrella to the southwest are at least rubble-and-ridge.) I like to call most suburbs forest. With tac-nukes flying around, houses are about as durable as trees, and INF can duck into a basement for a bit of extra cover. Quote:
Quote:
Last edited by dwalend; 02-14-2018 at 08:15 PM. |
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02-15-2018, 12:49 AM | #20 |
Join Date: Mar 2008
Location: Orlando, FL. Please forgive me...
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Re: Making Maps: Showing off and getting help
I remember someone posting a map for a scenario called "Blowing Up Duluth". This was before Tom's OGREMap program was available (I think.) Anyone remember this? I've lost track of it.
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"How do you know it's an OGRE Ninja if we can't see it... Oh, right..." John H. |
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