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Final Blitzkrieg Gridded Maps


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  • 5 months later...

I do, but it's a huge rar file at over 1g so don't see practical to upload or send. Easy to make. Suggest make earth tone grid template in photoshop or equivalent then just copy and paste on to the tiles. To get to tiles use mod tools that come with game.

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Hi Greg...  Got a few minutes internet...  Be aware that Gridded Terrain is the one mod that actually can change play balance if only one player uses it and the other does not as it makes it MUCH easier to determine LOS and covered locations.  It tends to mitigate player experience.  Maybe it would be ok for the less experienced player to use Grids(?).  

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I will keep that in mind @Erwin when I play PvP.  I mostly wanted it for SF2's desert terrain, but I thought it would be useful in all the games to identify those little bumps that just blend into the screen graphics.  It would be nice if that was toggleable in the base game. Thanks!

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If it were toggleable for all players, that would be good.  I dislike using grids as I love the realistic look of my (well-modded) terrain.  But, as a game assist one could turn on and off at will, it would be useful regardless of the gamey nature.  C ya in a few days.  :)

 

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8 hours ago, Erwin said:

Hi Greg...  Got a few minutes internet...  Be aware that Gridded Terrain is the one mod that actually can change play balance if only one player uses it and the other does not as it makes it MUCH easier to determine LOS and covered locations.  It tends to mitigate player experience.  Maybe it would be ok for the less experienced player to use Grids(?).  

That's their problem they don't have the grid they could either get or make themselves. Grid away!

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I don't get the love of grids for terrain. I tried them once and it was so bloody confusing. Now if we had topgraphic lines that would actually help. Man I would love that one day. With grids viewing from up high the sea of lines really doesn't tell you much. Down low you can see the terrain - but news flash it's not the grid that is giving you information its the view point. Once you position the camera down low to the ground you can see what hill blocks what or doesn't etc. 

Just get your camera down to unit level more often.

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5 hours ago, A Canadian Cat said:

I don't get the love of grids for terrain. I tried them once and it was so bloody confusing. Now if we had topgraphic lines that would actually help. Man I would love that one day. With grids viewing from up high the sea of lines really doesn't tell you much. Down low you can see the terrain - but news flash it's not the grid that is giving you information its the view point. Once you position the camera down low to the ground you can see what hill blocks what or doesn't etc. 

Just get your camera down to unit level more often.

This is what I would find helpful. I would probably drop the opacity down though...

GUID-E51CF4C3-B29E-43D7-A75F-070D489C078

Image from 3ds Max manual for: 'Soft selection colours and effect on the surrounding area".
Making this a toggle on and off with a hotkey too would be very handy imo.

Right now, one could print off a screen capture of the numbered elevations in the CM map editor to get quick top down ref. of the different elevations on the map. I found this extremely useful in pbem games.

Edited by Blazing 88's
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13 hours ago, Blazing 88's said:

This is what I would find helpful. I would probably drop the opacity down though...

GUID-E51CF4C3-B29E-43D7-A75F-070D489C078

Image from 3ds Max manual for: 'Soft selection colours and effect on the surrounding area".
Making this a toggle on and off with a hotkey too would be very handy imo.

Right now, one could print off a screen capture of the numbered elevations in the CM map editor to get quick top down ref. of the different elevations on the map. I found this extremely useful in pbem games.

I used to make 'command maps' for my CMX1 scenarios thanks to a technique developed by @RockinHarry this used the shading on the CMX1 maps. I've played around with contour maps using the elevation heights but man its a serious workload...

StrachwitzatDubnoCommandMap.thumb.gif.c26fc44ba31d5bafd47849b8d6e5a001.gif

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I remember a CM1 mod for terrain elevation that subtly changed the colour of the base terrain with elevation which I found very useful.  Colours went from a deep green at the low elevations to green to yellowish green with height.  Mind you CM1 had only 20 elevation options (I think!  Its been 15 years since I have played it at least) and fewer ground types to deal with.

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On 9/3/2024 at 12:41 PM, A Canadian Cat said:

I don't get the love of grids for terrain. I tried them once and it was so bloody confusing. Now if we had topgraphic lines that would actually help. Man I would love that one day. With grids viewing from up high the sea of lines really doesn't tell you much. Down low you can see the terrain - but news flash it's not the grid that is giving you information its the view point. Once you position the camera down low to the ground you can see what hill blocks what or doesn't etc. 

Just get your camera down to unit level more often.

I disagree, but to each their own. I find it useful in noticing subtle changes in elevation when down lower in camera, and for telling distance by view alone for example If the grid is 20m x 20m, and it's about 3 grids away from enemy position or whatever than by sight alone I can estimate it is aprox 60m distance away.

I would find topographic useful too if we had, but think that my be more useful from higher camera elevations.

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