Author Topic: NDIsles2 Map update Rev.02  (Read 2825 times)

Offline Eagler

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Re: NDIsles2 Map update Rev.02
« Reply #30 on: October 01, 2026, 08:56:15 AM »
What about maps with fewer squares with say 3 bases in each grid..

Not sure how that affects the war as I am more interested in action without having to fly 5 to 10 minutes to find some..

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Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #31 on: October 01, 2026, 10:54:23 AM »
Most of the MA maps are 256 X 256, there are 2 smaller sizes, but I don't think they are  approved for the MA. They are 128 X 128 and 64 X 64. As far as creating the map, it can be done.

Listening to all the comments on the forum and in game, it would be nice to have the old Dueling Arena back. That would be do able if you used the Custom Arena option. The down side is it has to be created every time you want to use it, as opposed to just selecting an Existing arena option.
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Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #32 on: October 01, 2026, 10:57:29 AM »
NDISLES2 Map update, rev. 04

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Offline haggerty

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Re: NDIsles2 Map update Rev.02
« Reply #33 on: October 01, 2026, 12:28:56 PM »
Now Green has the only GV path to retake their AAA island from their home island.  Green has three avenues off their home island, Blue and Red only two. 
I like the addition of A104.
Green and Red have the ability to be on Blue's main island in just 2 captures.  Blue needs 3 to get to Green and there is no GV path to Red's.
18 and 21 may want to be swapped to keep in line with Green's setup.

Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #34 on: October 02, 2026, 03:23:35 PM »
NDISLES2 Map update rev. 05

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Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #35 on: October 02, 2026, 03:57:04 PM »
How have Tugs and Barges changed?

Sorry Popeye I  meant to answer this earlier.

With AH3, the new Tug and Barge items are now connected to the River in the Paths, Set Properties window, under Track Name. To get the Tug and Barges to work for the Ports, as in AH2, you have to create a River path 4 miles long ending at the edge of the Port Tile.

The problem was the River setting follows the terrain elevation. At 0 ft. the Tugs and Barges appear and moving fine, but if the terrain elevation goes negative they start diving. At about -10 feet the Tug and Barges disappear under the water. Hitech has now fixed that.

If you will recall, in AH2 the destruction of a Convoy truck, a Train car, or a Tug/Barge affected the overall down time of  base and town resupplible items, auto ack, Ammo bunkers, Radar, and town buildings, etc.. Hitech is looking to see what needs to be done to get this attribute operational again.
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Offline GOODBYE

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Re: NDIsles2 Map update Rev.02
« Reply #36 on: October 02, 2026, 05:24:27 PM »
NDISLES2 Map update rev. 05

(Image removed from quote.)

I don’t like that the islands are green… can you make them pink?

Seriously though thank you to you and everyone else that does map work trying to keep things fresh and exciting, you guys are awesome :cheers:

Offline Dadtallica

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Re: NDIsles2 Map update Rev.02
« Reply #37 on: October 02, 2026, 06:33:38 PM »

If you will recall, in AH2 the destruction of a Convoy truck, a Train car, or a Tug/Barge affected the overall down time of  base and town resupplible items, auto ack, Ammo bunkers, Radar, and town buildings, etc.. Hitech is looking to see what needs to be done to get this attribute operational again.

This is Aunt always was one of my favorite parts of the game being able to reduce effectiveness at a base. I’m an avid collector of barracks and fuel tanks. What effect does taking out all the fuel tanks still have at a base or base? I feel like I remember a way back in the day limited gas pretty heavily or drop tanks but I’m not sure now.

I wouldn’t also mind seeing the ammo bunkers reduce what kind of loadout a tank could have especially a flak.

I also separately like to advocate for one automatic puffy ack per base.
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Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #38 on: October 08, 2026, 05:01:15 PM »
Just wondering here, would limiting the Plane selection on the Tank Town bases to Early War fighters and tank killers like the IL2, the Hurrican llD and the JU-87's be workable? :headscratch:
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Offline Shane

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Re: NDIsles2 Map update Rev.02
« Reply #39 on: October 08, 2026, 05:15:40 PM »
Just wondering here, would limiting the Plane selection on the Tank Town bases to Early War fighters and tank killers like the IL2, the Hurrican llD and the JU-87's be workable? :headscratch:

since they operate fairly low and vulnerable to gv defense, sure, why not.  Add ww1 rides for giggles.

but maybe not if they need to be used to re-capture the outer island bases 1/22/43?
« Last Edit: October 08, 2026, 05:20:32 PM by Shane »
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Offline toasted

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Re: NDIsles2 Map update Rev.02
« Reply #40 on: October 08, 2026, 05:21:40 PM »
i would love to see what a 64x64 map did in the m/a ! with the numbers we have it would be cool to force all the fights closer. i honestly think it would be great to test one for a few rotations.
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Offline Max

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Re: NDIsles2 Map update Rev.02
« Reply #41 on: October 08, 2026, 05:44:18 PM »
Just wondering here, would limiting the Plane selection on the Tank Town bases to Early War fighters and tank killers like the IL2, the Hurrican llD and the JU-87's be workable? :headscratch:

Mid War arena used to be my fav so YES!!

Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #42 on: October 08, 2026, 09:29:36 PM »
i would love to see what a 64x64 map did in the m/a ! with the numbers we have it would be cool to force all the fights closer. i honestly think it would be great to test one for a few rotations.

Seems I remember MA maps had to be at least 128 X 128. :headscratch: Of course I could be wrong in both of the 2 smallest map sizes/
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Offline popeye

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Re: NDIsles2 Map update Rev.02
« Reply #43 on: October 09, 2026, 09:11:22 AM »
Thanks, Kenai

Didn't know barges required "river" paths to the Ports.  I'll add them to my new and revised maps (for when/if HT has time for maps again).
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Offline Randy1

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Re: NDIsles2 Map update Rev.02
« Reply #44 on: October 09, 2026, 02:31:46 PM »
Just wondering here, would limiting the Plane selection on the Tank Town bases to Early War fighters and tank killers like the IL2, the Hurrican llD and the JU-87's be workable? :headscratch:

In my opinion Jimmy, I see the advantage to a GV'er outweighing the disadvantage to the flyer.  Getting bombed sucks but it is part of the game.

If practical, another method might be to eliminate ammo bunkers from just the small bases just on the island.  So if you are serious about bombing you have to get your bombs at the large base on tank  island.  That might enhance early war tank killers but still give bomb boys a way to get bombs.