@the-captain Badass!!! Revised has a special place in my heart for sure! I love the detailing there on the one you just posted! I’d love to do a few different reliefs for different styles at some point. One sorta Classic and ‘mappy’ looking, one more like the Topo reliefs from the more recent boards, maybe a darker one too in case people like the deeper blues for the Sea Zones.
Here is the same map but with the oceans done in Navy Blue, in case anyone likes the more Revised style callback… I isolated and removed all the divisions except for the ones displayed in Global 1940, shown as 1px black line.
At scale it’s 16000px but here it at 25% view, for readability on these forums. I paint bucketed that Arctic ice sheet to be blue there, just for the cleaner read in the 3 color, or if one wanted to use that space in other ways. I kept the dividing line, just painted slightly differently than the earlier posts, cause the ice sheet thing only really looks good once the map is painted out in fuller colors haha.
This bitmap I’ve been working up is at a 16:9 aspect, but I tried to make it in such a way that one could slide the continents a bit if one wanted to make larger oceans say. I was trying to iron out the kinks as a raster, but then the thought was to get a pull in inkscape and save it out as an svg so it would be easy to upscale/downscale or warp as desired from a vector rather than a raster image.
Here it is as an svg of the simple baseline, in case you like to play around with it in inkscape or illustrator. In those programs it’s much easier to score the lines at the desired width, or warp and manipulate the map for uses outside tripleA. Like if one wanted to print it for an actual gametable, probably would want to crop the Antarctic, then extend the warp more vertically, or stuff of that sort, which is a bit easier to do in vector. It doesn’t have any sz included yet, cause I figured people might like different designs. Or if they wanted to use the same world projection but do AA50 borders rather than Global borders, or original borders of their own devising heheh.
https://www.dropbox.com/s/ehcnfkr28llq8gg/TripleA_4k_G40_vector.svg?dl=0
If you’d like to make use of it in any of your customization projects, feel free! I made it for us, and for the future! heheh
Here is the development thread at tripleA, in case anyone likes to see the design process thus far, or check out the conversations which brought us to this point. I’ve been posting almost daily revisions, trying to work in feedback from the gang.
https://forums.triplea-game.org/topic/3315/proposed-map-domination-1941
All the best
Elk
ps. here’s where I’m at right now…
https://www.dropbox.com/s/fbpnc3q4ccjrgqr/TripleA_4k_baseline_G40_subdivisions.png?dl=0
For a visual/aesthetic preference, I prefer the land TT colors to be more mid-tone in values and the sz lighter, or else land lighter in value and sz more mid-tone. Basically just to get some contrast going between land and sea. In tripleA one can play with the HEX in map properties to change the colors, but just sort my hard and fast for sz. Something like this…
Or something like this…
More or less. Just for the quick read, depending on whether one likes darker or lighter oceans, ie more Classic style vs more Revised style I guess heheh. I pushed the grays there to be a little more extreme than 50% either direction just to show, although usually I’d say land at 50% gray in value is what people tend like for the player nations (around that value range just with the saturation/hue tweaked depending on the player nation’s color). It really works best if Axis are at say 60% color value and Allies are 40%, or just that there’s enough value variation there so when they pair off adjacent it looks cleaner on the quick read. That’s more for like standard default colors in tripleA (which can be changed in map props) but for the sz color value I think one needs to do that in the baseline/relief. At least for the basic values I mean, since you can change that with reliefs to some extent by messing with the opacity/saturation in layers, but I like the idea that if all map details were turned off that it would still look good.
I if think if we go dark sz, then having brighter ships is good for the units, or vice versa for the ground units. Just depending on how dark or light one goes with the color values for either.
Ideally the player would be able to choose from some kind of display setting for some of that stuff, but I think the way it works in tripleA, we need two different reliefs or map skins to pull it off.
I’d probably do the same for White borders vs Black borders style, cause I think that’s another thing people might enjoy having control over. Couple different decorative motifs would also be rad. Basically so you could trick out your digital board to look more like your fav physical boards. That’d be the goal, cause that just seems cool as all get up to me! haha
Basically so you could select a prefered style for SZ color and border boundaries, and then get a choice for more Topographic relief or more Decorative/Political relief, as like as a mapskin choice. That would be pretty clutch