Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: bustr on June 23, 2017, 01:06:26 PM

Title: Something for the Pacific Tile Set - 4
Post by: bustr on June 23, 2017, 01:06:26 PM
Last night I realized I had been dragging my feet on this Oceania terrain while I was playing in the Melee arena watching a base capture stall for over 2 hours.

The terrain last night was a 2048x2048 10x10 sector with irregular land masses and irregular ocean areas upgraded from AH2. The bases were setup per the requirements to have an equal number in each country but, this created a need to place some bases in long lines with the nearest alternate bases 1 and slightly more of a sector away. It was good for the old hoard days of 300 player nights to slow down the steam roller. Last night it helped perpetuate a stalled base capture in one corner of the terrain. Coincidentally creating the only real opportunity for a fight for the rooks and boring because it was stalled which helped rooks log off it appears.

I decided that I'm stalled with Oceania as it is even if I have some spectacular mountain ranges no one will ever see. It was excellent practice for me in rapid creation of mountain ranges though. Looking at Oceania the 2048x2048 center of the terrain is undeveloped 500ft elevation land masses and can be clipped directly out of the heightmap file to create an Oceania V2 2048x2048. In the back field areas I will have to massage some land for the HQ\City\Strats, but at this point that is a very simple proposition.

I'm looking at setting down all airfield objects on the islands at the minimum allowed distance of .75 sector versus 1-1.25 sector we see on converted AH2 terrains. And the center triangular island I will duplicate NDisles with the airfields being 12 miles from each other with only a map room on the field. I will do the same in terms of the map room for all other small airfields I place on islands. I have to make a new 1:1 blueprint file to determine base placements and GV spawns.

Here is the area of the 20x20 sector terrain I will use to create the new Oceania smaller terrain. The red square boarder is an 1:1 2048x2048 map area, and the red circle shows the land masses(combat area) will be equal and balanced.


Oceania 4096x4096.


(https://s20.postimg.org/bz7zjhcp9/oceania100.jpg) 


Oceania v2. 2048x2048.


(https://s20.postimg.org/nn21e11u5/oceania101.jpg)   
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 24, 2017, 02:49:19 PM
With a three sided arena placed on a square terrain space, one country will have a slight disadvantage with how easy it's HQ\City will be accessible to the enemy. I can place two ports in each country with both split CV\BB task force. Which means being able to place the HQ\City\RDR\TRPs strats outside of 22miles or the BB will have a field day. I think this space is big enough to support 6 BB roaming around looking for trouble.


(https://s20.postimg.org/vzc13vkb1/oceania103.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: DmonSlyr on June 24, 2017, 05:44:37 PM
I like the layout here. I think cutting off the back islands was a good idea. I think the island should be pushed together just little closer. It would create closer battles during the off hours. Would recommend that the middle island be only 1 base at a little higher alt. Or make the islands just outside of the middle island closer together and let that island be the center for the furball action. I do think they overall layout is good.
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 24, 2017, 07:08:13 PM
I'm still working the blueprint and thank you for your observations, I've got it from here.

I decided to put 3 ports into each country and they will be CV\BB. The terrain is always a 4096x4096 area or 20x20 sectors. If you choose a map size for a 2048x2048 10x10 sector work area, the remaining half outside of the CBM map window will be the wasteland you fly over when you go out of bounds. I will set a wall boarder of some sort to keep task groups from sailing out of bounds or being hidden there. I just set a gray scale boarder on the new 4096x4096 work space that pops up out side of the clipboard map view window of 2048x2048 to enclose the smaller terrain space. I still have to locate the city and strats along with a few vBases to help setup a spawn path to connect the countries. Then the real fun of remembering the hoops I jumped through to create the unsigned heightmap RAW file that the terrain editor will import and pop all this land up for me.

Dots
Orange - airfield
Yellow - port
Asterix - HQ


(https://s20.postimg.org/4q0npdj7x/oceania104.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 26, 2017, 07:24:07 PM
Laying out bases will end up dictating changes to your land masses, and once you get them all marked, eliminating some base locations as obvious dead ends. Those three peanut shaped islands and the long island next to them, I removed three airfields for redundancy opening a blind spot to sneak in a task force and take a base near the HQ or strat. "If" the terrain stays up longer than a day. I still have to assign base type tags and Country-x colored numbers to each base. There does not appear to be a need for flack bases lately and the 163 base will be next to the HQ\City. I've placed the HQ\City outside of 16in range. It's obvious I'm going to be up to waders in shore batteries and PT spawn placements with all the CV\BB loose on this small of a terrain. Still haven't come up with an idea for the center of the central island for the tank furballers. I'll make the island a plateau so the airfields can't be taken by sea out from under the furballers.   

33 bases to a side including the un-capterable with 3 ports per side that will have CV&BB task groups.

HQ - yellow asterix.
Strat - red
Un-captureable - blue
GV - white
port - yellow
airfield - orange


(https://s20.postimg.org/3pndwyl59/oceania105.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 27, 2017, 05:50:33 PM
It takes me longer to remember whole how to generate the RAW heightmap import file than it does to convert the blueprint to a 16bit gray scale png file, then convert that to a RAW file for import.


Here is the 10x10 sector oceania v2 terrain clipped out of the center of the 20x20 oceania v1. It took about 5 seconds for the heigtmap file to be imported and popup all of the land masses at 530ft ready for me to start sculpting.


(https://s20.postimg.org/xclag7q19/oceania106.jpg) 
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 28, 2017, 03:17:24 PM
I forgot you have to rotate the heightmap RAW file 90 degrees to the right before importing it. The screen shot from the previous post would not line up with the 1:1 blueprint file layer for the base locations. Well these 2048x2048 terrains are a lot quicker to move mountains around and sculpt them. What you can't see in this screen shot is the land at the edge of the arena runs up to 20,000ft as a band just out side of map window. A 6 mile diameter brush with the raise hill tool set to 2000ft\sec quickly pulls runoff canyons as you can see.


(https://s20.postimg.org/x18fh6yz1/oceania107.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 28, 2017, 04:57:55 PM
That was easy, and pretty much now I've used up the paint in elevation band tool. These islands are small enough hand painting won't be an issue.


Border elevations and painting finished, next the islands.


(https://s20.postimg.org/xoce3u26l/oceania108.jpg)


Southwest corner of the terrain from the outside above the 20,000ft edge that rings the terrain. The remainder of the 4096x4096 space is ocean.


(https://s20.postimg.org/csq3sl5zh/oceania109.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 29, 2017, 08:28:54 PM
While you are working one thing, you will find things that need to be adjusted on the fly. Working the center island I noticed the channel to the closest islands were a bit narrow. Made them wider by cutting out a ring. The island is the three small airfields from the center island on NDisles where everyone furballs all night. The airfields are 13 miles apart, on NDisles the airfields are 12 miles. I've put in a central tank furballing area. The crater walls are 7,000ft while the mountains on the center island of NDisles are 12,000ft. Those three airfields will have the map room placed on the grass near the tower like the ones on NDisles. The white squares are placeholders for the airfields I will eventually place in those spots.


Cutouts to widen the central waterway.


(https://s20.postimg.org/igur04sjx/oceania110.jpg)


Central furball island.


(https://s20.postimg.org/hfuib0bkd/oceania111.jpg)   
Title: Re: Something for the Pacific Tile Set - 4
Post by: BowHTR on June 29, 2017, 08:58:07 PM
Looking good Bustr!
Title: Re: Something for the Pacific Tile Set - 4
Post by: ghostdancer on June 30, 2017, 07:05:59 AM
I like what you are doing along the edge of the map. Nice idea.
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on June 30, 2017, 01:25:52 PM
I have a love\hate relationship with ports. They come with their own small bay area and can park both the CV\BB task groups in it at the same time. But, a port needs a logical location to protect the ships from the weather. That's where you get creative. In this case I blew the side of a volcano out cutting a deep water bay.

I'm getting the hang of using the agrarian tile sets with toads, huts and agriculture feilds. I'm using a blending of tiles to make a road system to the port. Looks a bit more realistic from the air. The GVers will just Leroy Jenkins through the trees. :O

You can see the three mile circle I will use for the three GV spawn placements into all that farmland. The farmland should mask the spawns enough to cut down on spawn camping.



(https://s20.postimg.org/3xqeui5jh/oceania112.jpg)


The new volcano and port location.


(https://s20.postimg.org/5o9fvzn2l/oceania113.jpg)


Blown out mountain side.


(https://s20.postimg.org/m1tff537x/oceania114.jpg) 
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 05, 2017, 01:26:54 PM
While you are sculpting your terrain, don't be afraid to test ideas. I was arsed by a player about destroy-able bridges. And there are three available as static objects. Hitech has no problem using them if they are indestructible. So I had to do some testing on an undeveloped land mass.


Bridge testing.


(https://s20.postimg.org/d5o5rozv1/oceania117.jpg)


(https://s20.postimg.org/8v9hw3urx/oceania118.jpg)


(https://s20.postimg.org/3z5v4euml/oceania119.jpg)


(https://s20.postimg.org/d881ej3il/oceania120.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 05, 2017, 01:41:13 PM
The bridge testing lead to Hitech mentioning he didn't mind bridges acting as choke points for GV combat. That ended up with me trying to develop an idea on the center furball island for GV's using bridges as choke points. Just remember, don't be afraid to blow away bad ideas after several hours of development if they are a bad idea. With the terrain editor, you often can't tell if an idea is a stinker until you finish a whole work area as the only way to see the problems.


After a few hours I ended up with this. Problems showed up quickly in that the highest elevations at the start of those cracks was about 2000ft and deep cracks don't work out with the current bridges.


(https://s20.postimg.org/g4u6zlnyl/oceania123.jpg)


(https://s20.postimg.org/6bczmslu5/oceania124.jpg)


(https://s20.postimg.org/73oudh4st/oceania129.jpg)


So I ended up using the elevation tool to stamp down a 10 mile diameter circle to 25ft, then from the base of the out side 1900-2000ft cliffs, creating a bowl starting at 500ft down to 25ft in the center. The cracks turned into canals and worked with the requirements for the static bridges. The first screen shot shows my blowing away several hours of work in a few seconds. And the second screen shot shows the better developed cracks and water ways and a few hours of finishing work left for later. All this because I tested some bridges.


(https://s20.postimg.org/cv0nva5fx/oceania132.jpg) 


(https://s20.postimg.org/vpwelp5hp/oceania133.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: ghostdancer on July 05, 2017, 04:50:26 PM
Nice technique.
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 05, 2017, 05:15:37 PM
Those 3 isolated chunks in the center up against the cliffs, gonna drop a two way GV spawn onto each from external bases on other islands with only one bridge off. Should be interesting when one or two of the bases involved get captured. The big open spaces between 500ft rock outcrops on the center ring of  islands are for GV spawns. Each airfield will have one up the center onto the TT island, then a left and right onto those ring islands. I'll run bridges to connect the ring of islands and at least one going in each direction to get you off or onto the TT island. Big thing will be the clutter I choose to offset that the bridges will be wide open turkey shoots.

If the piers for the bridge objects are wide enough to pass a PT boat, I'll add a spawn to make things freaky..... :O 
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 05, 2017, 10:29:02 PM
Tested bridges and the width of PT and LVT.


(https://s20.postimg.org/abeoc1dl9/oceania135.jpg)


(https://s20.postimg.org/uu9kh3ril/oceania136.jpg)


(https://s20.postimg.org/b27ehtfyl/oceania137.jpg)


(https://s20.postimg.org/g9nfp5q8d/oceania138.jpg)


(https://s20.postimg.org/wyovl2mtp/oceania139.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 13, 2017, 05:45:08 PM
On my multilayered blueprint map the GV spawn layer also has a spawn target of roughly the distance from the town or field I will set the spawn entry point object. The large white ones are 5 miles and those 7 small airfields in each country will have the map room placed in front of the tower on the grass area. GVs will spawn to those feilds and popup 5 miles, maybe more out from the center of the field. I will bias the two points closer to each other to encourage GV's to fight at the spawn.   


(https://s20.postimg.org/gelrtez9p/oceania155.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 20, 2017, 06:49:46 PM
Sorry for the hiatus, I'm getting my INR number straightened out with my Dr. along with my blood P and cholesterol. And now my Dr. went out of network so I have to see a new Dr. Monday.

If you like to eat grain fed meat and drink good beer and wine, eat things with sugar in them, whole fat milk products, uric acid will increase your LDL cholesterol and raise your blood P as much as eating bad fats and sugar will. When you eat bread just think sugar because it's no different to your body once it broken down into glucose. High amounts of uric acid from eating lots of grain fed beef will contribute to weight gain. Doing both, meat and all the other stuff just doubles the fun. Exercise will not save you, only delay the outcome. Diet does but, is not as fun as eating the good stuff that kills you slowly. Food will kill you especially after you get into your 40's and it just gets worse as you age. So that thing about drinking 8 8oz glasses of water a day, it clears out uric acid along with other things.

If you research high blood P and high cholesterol and the causes you will see at least for Americans, food is one of the top three killers of Americans over time because we are PR'd to eat processed food that will kill us. So those un-fun diets full of raw veggies, monounsaturated fats, nuts, no sugar, zero fat yogurt and milk, chicken and fish will save your life. My problem because I'm on a vitamin K inhibitor for blood clots, is any green veggie interferes with my inhibitor drug, so once again food could kill me if I don't keep my INR number in a zone. I'm stuck eating pretty much the same things over and over to not impact that number once my Dr. helps me get it adjusted to my new diet.

Also, new research has shown that sitting at your desk for 4 hours or more everyday will elevate your blood P and cholesterol. I've been avoiding my computer for walking and standing while I'm getting things squared away. You ever watch little kids when they stand still they end up doing little rocking motions in place to keep them selves busy? My wife said I was channeling Elvis the other day....... :O
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 30, 2017, 02:39:49 PM
Back into the fray.

You got to love mountains and how they dictate or restrict base and town placement along with doing the same to GV spawns.


(https://s20.postimg.org/hwo9pcv7x/oceania156.jpg)


(https://s20.postimg.org/vev61n7d9/oceania157.jpg)


(https://s20.postimg.org/dz0zzy8el/oceania158.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on July 30, 2017, 04:37:02 PM
I lay down a town temporarily so I can set the spawn circle radius of 3 miles. This helps me to paint in the agriculture areas that support the town, give the GV's the best possible clutter to spawn into, and I can micro adjust the local terrain for leveling the town and catch problems for the GV's. That single white square to the right will be a small airfield with the map room on the field and two GV spawns into it.


(https://s20.postimg.org/cb1ulauj1/oceania159.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 02, 2017, 06:30:03 PM
With the new trees GVers have a constant complaint about not seeing between them or being able to get anywhere fast. As with my last terrain I'm still trying to balance protecting the spawn with trees and buildings to cut down on spawns becoming death traps. At the same time without some wide open spaces it's hard to navigate and have long distance sniping. In the pacific tile set there is a farmland tile with a road system that lends itself to painting over the area between roads with a pasture tile. It leaves the road system while adding in random areas of open pasture and farmland so you can see where you are going or take some shots from long range.


Here is an example I stopped to test out. It gives a good balance of cover at the spawn to the town and open spaces in between.


(https://s20.postimg.org/71y52uqrx/oceania166.jpg)


(https://s20.postimg.org/wm50n11jh/oceania167.jpg)


(https://s20.postimg.org/ayg2cl159/oceania168.jpg)


(https://s20.postimg.org/617357ojx/oceania169.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 11, 2017, 06:11:13 PM
A single mountain is tedious but, doesn't take too long. A mountain range following some rational based on erosion, you end up touching it repeatedly to put it in place, then update it as you fill in other areas. Or come up with some blending technique for the tiles or catch some large elevation booboo.


My day with a mountain range. I can see with the last screen shot I need to run the tree tile down the length of the runoff canyons. You add something like the runoff canyons to finish the mountain ranges down to the water and you have to repaint your assumptions.


(https://s20.postimg.org/8jfi7kzkd/oceania184.jpg)
 


(https://s20.postimg.org/rn48a6n0t/oceania185.jpg)


(https://s20.postimg.org/q6sps1k3x/oceania186.jpg)


(https://s20.postimg.org/57cm0jifh/oceania187.jpg)


(https://s20.postimg.org/fioyt7a4t/oceania188.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 22, 2017, 05:13:58 PM
I can do about 2 islands worth of mountains before I can't stand mountains. So what do you do to kill time while you work up the enthusiasm for mountains again? Well I dropped in tiny islands all over the terrain for awhile to add flavor to the visual experience. That was a downer because I caught something I did with the ends of some mountain ranges that drop into the water I have to go touch up.

Then there is something that has to be worked on tied together. I needed to clean up the center island, test my GV spawns and bridges. See how PTs work out and test an LVT4 off a spawn into the water. If I start counting feilds on the blueprint map from this small airfield as Country1-A1, I can leave all of this work in place and just add a map room onto the airfield for capture purposes.

I also needed to work with GV's traveling on the terrain with respect to opening enough space for the GVer to see where he is going up to 3 miles, while dotting the landscape with just enough cover to hide or evade in. Those rock outcrops between the airfield and the spawns are 500ft high while the airfield is at 600ft. If a player wants to spawn at the airfield and drive to the outcrop, he will first be able to look down the valley all the way to the spawns and the center of tank town. An enemy player can setup off the back of the outcrop which is about 4000yds and try to shell the airfield or pick off an unwary tank. But he will still have the GV spawns to his back to remember.

And then there is the landscape around the bridges with a bit more trees to hide in. They are great high spots to snipe from but, leave you a sitting duck to everything once you are out in the center of the bridge. I've setup the landscape so everyone can hide and snipe each other at the canals. Or they can simply spawn into tank town and surprise bridge campers waiting to pick off tanks.


Country1 on the center island where I'm testing the spawns and bridges including a PT spawn.


(https://s20.postimg.org/mdy82v6kt/oceania194.jpg)


(https://s20.postimg.org/jtxzv0tn1/oceania195.jpg) 


(https://s20.postimg.org/f0iu3wmj1/oceania196.jpg)


(https://s20.postimg.org/nu9ql09hp/oceania197.jpg)


(https://s20.postimg.org/t5t8jgky5/oceania207.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 22, 2017, 05:21:39 PM
Now I have to drive, boat and fly over this to see if it works.


Bridge off a spawn.

(https://s20.postimg.org/54hr49gr1/oceania199.jpg)


It's possible to have a shooting match from the bridges.

(https://s20.postimg.org/h7n2rtrt9/oceania200.jpg)


Or you can snipe both bridges.

(https://s20.postimg.org/c40ehd631/oceania201.jpg)


Tank town side laid up in a sniping position.

(https://s20.postimg.org/48l9ot72l/oceania202.jpg)


One of the reasons for a spawn in tank town past the bridges.


(https://s20.postimg.org/myd95jzt9/oceania203.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 22, 2017, 05:26:41 PM
And I tested a PT, an LVT4 and a look from the air from the airfield down the valley to tank town. In the last screen shot are the white place holder squares for the two other airfields each 13 miles away to generate quick furballs and other mayhem.


(https://s20.postimg.org/lut4tlf65/oceania204.jpg)


(https://s20.postimg.org/t0kvw1o99/oceania205.jpg)


(https://s20.postimg.org/xp5h4z2tp/oceania206.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: Devil 505 on August 22, 2017, 11:10:38 PM
I hate GV's and PT boats more than anything, but this work you're doing is truly inspired. Keep it up.  :aok
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 23, 2017, 12:31:05 PM
IL2 and War Thunder both have had visually better terrains than we have over the years. Our core game and the magic of numbers made up for that. Building terrains for a two country war is probably easier for our competitors. They probably cut down development time with an application like Artik's that pulls in a topo map of a region and burps out a heightmap ready to import into their 3D editor. It has looked like on some of their maps they then used aerial photos to lay down the landscape painting. On close inspection of the landscape it looks like they use SpeedTree like we do now.

So after 15 years of looking at the same old, same old, now with AH3 and it's updated terrain editor, I'm trying to create terrains that look as good as they play for three country's. Three country's is a bite. I'm also recognizing GV players are just as important to the future of this game as pilots. The important thing to remember for fighters, creating as many triangles as possible out of your airfield placement. And you don't want any arms of those triangles being over 1 sector, 3\4 with today's numbers is better. Then with GV's, you have to get down on the ground and slave over the area you expect tanks to drive on. Then you see how the micro terrain at each GV spawn to the target drives and gives cover. And you evaluate how the surrounding macro terrain looks from that perspective. How something looks creates unconscious impressions which you only get one chance to get it right.   
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 25, 2017, 02:51:20 PM
When you do a 10x10 terrain, the players eventually will fly off the edge of the CBM map. Consider finishing that part of the terrain even if very few will ever see it.


(https://s20.postimg.org/uy3pi4cgd/oceania213.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: Easyscor on August 25, 2017, 06:50:46 PM
Ya know, we could use another terrain builder in the AvA when you're ready.

 :cheers:
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 26, 2017, 06:09:16 PM
One major island and three tiny islands that end up being a tweaking beachhead because it's like a very tiny arena with one airfield\town and two GV spawns into that confined area to slug it out. Everything is so close, terrain sculpting booboos and painting booboos are brutally obvious. And then there is tweaking the approach to the town from the spawns so GVers get those long views to look for snipers, hiding places to hide or snipe, and just the right amount of "no trees" to make a GVer feel like moving off the spawn because he can see into the distance. I spend a lot of time on the ground with each spawn trying to think like a GVer and tweak the landscape to be fair to both attacker\defender.

And then bridges over streams........  I am burnt out building mountain ranges and working them around those white base placeholder squares. "Place Holder" describes how much detail work I will have to do once I put the objects in place. Fortunately during one of my burn outs on mountains, I worked on GV spawns with the available village\agrarian clutter tiles so I have a semi mass production rational. The previous terrain taught me about working that out ahead of time so I had my GV centric testing worked out for spawns and sending GVs at a target.

You can see I'm almost finished creating all of the islands.


(https://s20.postimg.org/oz3dujril/oceania214.jpg)


But, I realized I was avoiding grinding out another island when I started finger painting this on the island I was working on. There is a white place holder square for a small airfield with map room on the field and a stream with bridges will stand between the spawns and the airfield. I'll run a stream out of one of those runoff ravines after I drop in the small airfield object.


(https://s20.postimg.org/4g8hphdl9/oceania215.jpg) 
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 28, 2017, 07:46:16 PM
Testing bridges and towns I realized because I left in that land bridge in the center, you will need a minimum of three bridges across any river used to block the path of GVs. The town is above the water level at 500ft. After driving the ground to look at both bridges and the land bridge, it was obvious the land bridge needed a thick tree cover just to protect GV's from higher ground snipers. The bridges needed the same on both sides of the water to protect getting to the bridge to make the exposed run across it, and for friendly GV's to hide themselves to shoot at the higher bridge snipers. Three bridges increases the odds defenders cannot cover all of the bridges while I need to make sure I don't create a single point for a defender to cover all three bridges.

If all you really wanted to do was kill tanks with your tank, spawn in to get the base flashing, then hide with a good shooting view of the high ground behind one of the bridges. Then pop people while they get setup to snipe the bridge.


(https://s20.postimg.org/qidh7i03x/oceania216.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: Drano on August 28, 2017, 08:31:44 PM
Great stuff Bustr. Thanks for taking the time.

Sent from my XT1585 using Tapatalk

Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 29, 2017, 12:53:29 PM
FINALLY.....I get to put in the layer on the 1:1 blueprint for numbering all of the feilds. Then I can lay down all of the airfields\ports\task groups\spawns\strats\shore batteries. And I will add a layer to identify the locations I'm cutting in a stream to put bridges. If I don't have a handy ravine to run one out of, I can use Waffle's trick from the super large airfield of running it between two lakes.


All the land masses and general painting finished, now the real work, adding bases and the micro terrain finishing around each object. You have to get in the grass down and dirty to make sure the terrain works for tank combat at the end of every single spawn.

1:1 Blueprint all layers.

(https://s20.postimg.org/ed3hbzgul/oceania218.jpg)


CBM map.bmp.

(https://s20.postimg.org/9shax1x59/oceania219.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 29, 2017, 07:19:05 PM
So here is my next couple of weeks. This is a screen shot of a 1:1 scale multi-layer art file where I have the CBM map, base and strat dots, and GV spawns on separate layers. Made it easy to fix blowing the number count while numbering the bases in the three countries. And changes of mind on the flow direction of the GV spawns. The ports have two additional numbers, those are for the CV\BB task groups that will originate from the 9 ports on the terrain. I will be up to my eyeballs in shore batteries and PT spawns with this one. On this terrain it will be much easier to run into another battleship to have a duel with 16in guns.


(https://s20.postimg.org/sm7p7skr1/oceania220.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: Lazerr on August 30, 2017, 01:17:13 PM
Looks fun.. thanks for doing this map and your previous one.
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on August 30, 2017, 08:43:19 PM
So how do you protect an airfield that the capture mechanism is the maproom next to the tower? Assault from a task group will probably be an assured capture if the shore batteries , vHanger and bomber hangers are not taken out ASAP. But protecting the maproom from the GV spawns. A water channel and three bridges.

Why three bridges? One would be camped and end any access by enemy GV creating nasty forum posts. Two would be only a bit better, someone might or might not get through, and it is easy to defend with two players. With three, the attacking tanks and maybe fighter support will be able to open one of the bridges for an assault. Any more bridges and might as well not put a water channel there. There is every chance a player will get off the spawn and no one will be at the field yet. Then he will get across a bridge and start shelling the field to de-ack it. With the maproom next to the town, all he has to do is get all the guns down and an M3 can run in troops. That open grass space of about 1\2 mile will be a challenge to an M3. This looks like one of those times the usual crowd of Gvers who hate trees will want as many as I can stuff off the ends of those bridges. There will be two GV spawns to these kinds of fields so the assault GVs will have to watch their backs at the bridge head.


(https://s20.postimg.org/lngm553pp/oceania221.jpg)


(https://s20.postimg.org/5qhu8fbbh/oceania222.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on September 05, 2017, 01:56:00 AM
Country-1 populated, I'm toast right now so will put the 6 maprooms down for the task groups up behind the HQ tomorrow.


(https://s20.postimg.org/keba3ag3x/oceania234.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on September 05, 2017, 12:14:57 PM
What you see in the terrain editor often will not look the same in the game from the clipboard map. In this case, I set the initial task group way points in the TE to 6 miles. In the TE that looks like a very long line. In the clipboard, the arrow tip to the way point lines is almost 5 miles long. So, I have to go back and pull out the initial way points to about 12 miles so the player in the Melee arena sees a good line and arrow.


Un-zoomed clipboard map.

(https://s20.postimg.org/jq70y36rx/oceania235.jpg)


Zoomed clipboard map.

(https://s20.postimg.org/k1ohaun7x/oceania236.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: bustr on October 10, 2017, 12:02:36 PM
Oceania is finished and I uploaded it to the custom arena HOST so Hitech can review it. Hopefully it passes review and can go into rotation.

I cleaned up the CBM map to make it look nice for the clip board and also a final look at the outcome of GV spawns at the center island tank combat area.


(https://s20.postimg.org/ghohojpfx/oceania270.jpg)


(https://s20.postimg.org/kaz3vcwb1/oceania269.jpg)
Title: Re: Something for the Pacific Tile Set - 4
Post by: nrshida on November 04, 2017, 01:42:01 AM
Tested bridges and the width of PT and LVT.

Holy hold the Batphone Batman, you mean we can finally fly under bridges?  :eek:
Title: Re: Something for the Pacific Tile Set - 4
Post by: nrshida on November 04, 2017, 05:26:23 AM
You can, you can!  :banana:

Awesome work Bustr. Oceania just looks beautiful.

 :salute
Title: Re: Something for the Pacific Tile Set - 4
Post by: ghostdancer on November 04, 2017, 07:45:28 AM
Very nice work Bustr.
Title: Re: Something for the Pacific Tile Set - 4
Post by: Easyscor on November 04, 2017, 12:58:06 PM
Amazing work on the rivers, bustr. Love those coastline cliffs.

 :cheers: