Forums

Full Version: map making accuracy
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
When building maps, say you have a delta of 25metres per hex, how do you make a historically correct map showing a drop of say 150meters over an area of 500metres?
cheers
Peter
That's about a 30% grade, so add cliff sides? cheers
That's no help...cliff sides are impassableto all units.
I think we need to realise that the CS map is a very crude instrument indeed, and live with that.
The directions for a road, for example adjacent to the start, are 6 only, 60 deg apart. You cant have a 90 deg intersection As you build your road further away, you get a closer approximation to the true direction. In vertical scale the editor is crude, especially in alpine type areas, where a reasonable simulation is impossible, I understand JP is looking at this.
Even if he changes his delta to 50 meters, nothing can drive from the "beach" to the "bluffs". Might as well make the map look appealing.
Or move the bluffs another hex away.
Thanks fellas, I was just making sure I wasn't missing something. That's what I thought re Rod's comments, - the map editor is crude. I always wondered, when I hear about 'historically accurate maps' how that could be the case with some regions?
regards
Peter
You do the best you can.... a village in the woods or special rock in the desert can, I think, be forgiven if it's a hex or two out. Not sure if I would put Berlin on the Rhine, though. Or Guadalcanal in the Carolines
Seriously, in my scenario research, I continually find map anomalies and contradictions. Same with OOBs. Depends on the source.*


*On Chinese, I like Nuoc Mam or Oyster source, pizza I prefer tomato source to BBQ source, but on an omellete..Worcestershire source is KING!!!