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Hannover-Weserbergland M1BT Camp 2.0.0

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About This File

 

UPDATED Version, 2-28-2020.
Corrected map UID added, 2-29-1010.

 

This is an updated version of Manteufell's version of the Hannover-Weserbergland map with all of the bridges fixed. I went through very thoroughly and placed the appropriate bridges for the type of road or railway and also made sure that they didn't have leftover artifacts like partial bridges and also that they spanned the rivers appropriately. This map was changed specifically for my M1BT campaign. I've also enhanced a lot of the map to include my military bases. the bases are located at the coordinates in the attached images. I've also done many hours cleaning up the cities to remove a lot of the clutter that was created when the map was converted. NOT a criticism of the original creator at all. When the map was originally created, Steelbeasts did not have the same number of building units so a lot of maps were made with the limited objects in a very creative way. I just replaced a lot of the original buildings with ones that make sense for the area. I also cleaned up a lot of the city areas and adjusted the roads and re-spliced them. The cleanup and splicing helps with AI path finding and reduces map loading. Please feel free to add comments and or suggestions or inform me of any problems with the map. I'm going to continue to update it and fix problems as they are found. I also plan on adding detail to the city of Hannover in the future. It looked like Manteufell was planning on adding this detail but never got around to it. It's a huge undertaking but I love this map and want to continue to update it so everyone can have fun using it!

 

To download this map, enter 41c0fdd9-7ba4-46e3-b111-4c5abba7eab5 as the map package into the steel beasts map tools UI.

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What's New in Version 2.0.0   See changelog

Released

Major changes to all roads and bridges to make the roads match the auto-created bridge. Major changes to main cities to reduce clutter, change some building types to ones that make sense like storage tanks, and to reduce overlap between buildings and overlapping the roads. Changes to roads, making them match where they didn't and splicing them back together so that path finding will work now. There are two bridge errors for path finding that can not be corrected despite multiple attempts. Units will still cross them but the snap routing will not work. The bridges are at 9754 7757 and 1665 5521.

 

Map UID is: 41c0fdd9-7ba4-46e3-b111-4c5abba7eab5




User Feedback

Recommended Comments

I'm afraid I can't download it so unable to write a review.

 

I entered "91ab4634-ec7e-46ef-966a-608b16fe4b5c" into the Map Package Downloaded and now its not responding and wont let me launch it again.

 

I'll try again next time I need to reboot the machine.

 

No adverse comment on Striker's work (unless the UID is incorrect?).

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I have a similar issue, the  Map Package Downloader fails to find the map.

Edited by murkz

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I just downloaded it and it was pretty slick . only took seconds. I used copy and paste for the UID.

Maybe try it again now guys ?

 

Edited by Parachuteprone

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As I said, the Downloader refuses to re-launch until (I hope) I restart the machine.

 

That re-start is still several days away, the machine is busy.

 

Edited by Gibsonm

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Sorry Gibsonm, just read your comment. You might want to ask Sean because the UID is auto-generated when you publish the Delta. I did confirm that it is the correct UID though. When I open the map now it shows as a published map rather than an unpublished one.

Edited by Striker

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@Striker FYI something for your next revision.

 

The end of the bridge at GR 3627 7452 covers an intersection.

 

Edited by Gibsonm

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@Striker I'm sorry but I'm finding this map very problematic esp. where the bridges are concerned.

 

Admittedly the scenario I'm working on has some snow but I don't believe it should impact routes crossing bridges.

 

For example (there about six bridges that exhibit similar behaviour)

 

1. Route:

 

SS_19_01_48.thumb.jpg.d25ea7a691a32bf5a896161171840a30.jpg

 

Between waypoints 135 and 136 I used "Shift click" to lock the route to the road and have used a March command in column formation.

 

Yet the BRDM consistently swerves off the road, fords the river and then spends the rest of the time trying to get back onto the road "through" the side of the bridge.

 

The spawned civilian traffic is even worse since I can't give it routes.

 

2. End result 3D world:

 

SS_19_01_55.thumb.jpg.eb57512d4ffdef893bef4e41a9cc38dd.jpg

 

I've even had to resort to re-routing road traffic across railway links to ensure that they actually work:

 

SS_19_02_24.thumb.jpg.e46b55ebc6ee8b708c849cf1954eb3e2.jpg

 

I'm unsure what has gone astray compared to the old map? I hate to say it but I'll take a working map over a pretty one every time.

 

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OK Gibsonm, sorry for the delayed response. I didn't realize that this would cause a problem with the snap routing. I personally never use that as I just create a route and align it as closely to the bridge as possible and never have problems with AI crossing bridges. And I did test the bridges with AI crossing to make sure they would all do so. Just so you know though, I didn't spend a lot of time just making the map look pretty as you stated it. The bridges in a lot of cases didn't even span the water so they were literally impossible to cross. I'll pay better attention to the bridge issue in the future though. It's too late to correct this problem in this version but when you span a river with a road and then use the create bridge tool, it should rectify this problem so I'll look into creating an updated version. Unfortunately the road problems in the old maps that have been converted are so extensive it's impossible to fix everything. But I did try to merge roads and clean stuff up as much as possible.

 

UPDATE: OK, I figured out what the problem with the bridges. It's because of the type of bridge which I did not set in the map editor. This is a problem with the updates to legacy maps. When the map is converted there are substitutions so if you have any roads that are mismatched, or if the bridge was the incorrect one to begin with, then the route path finding over the bridge WILL NOT WORK!. Instead, it will reroute the path to a bridge the editor recognizes. In order to fix the problem, all the roads have to be rejoined and then use the automatic bridging tool to insert the correct one. I will go through both maps I'm working on and replace all of the bridges that are incorrect with the correct ones. So please hold off on downloading this map package. I will ask Sean to replace this one with the correct version once it's done. I will test all of the bridges in the editor before I submit the new version.

Edited by Striker

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