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Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Wed Sep 05, 2012 9:02 pm
by Tacloban
Map looks awesome, which is to say that it fills me with awe. I'll start the useless guessing: Salamanca?

Funny, I just drove through Salamanca (New York) this past weekend.

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Wed Sep 05, 2012 9:18 pm
by Crikey
Hi Tacloban

Hope you are well.

It's a fictional map. More of an experiment on my part. But once the textures and scenery are locked down, options for historical maps become easier. B)

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Wed Sep 05, 2012 10:10 pm
by alessillo
Crikey,

if you will make some marlburian maps I'll make the crimean soldiers :)

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Wed Sep 05, 2012 10:40 pm
by Crikey
Hey alessillo.

Good to hear from you. Your work on TCM2 was great. Worth porting across.

Did you mean Crimean maps? I'd considered Inkerman and the Alma. I'd need a height field resource to do them justice.

Marlburian would be interesting.

Gonna work with 2nd-Tx on something napoleonic but after that I'd be very interested in doing something Crimean.

Pm me if you have some ideas.

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Thu Sep 06, 2012 12:49 am
by redcoat
did somebody say crimean? crimean and napoleonics??
please tell me this aint a joke! cheers

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Thu Sep 06, 2012 1:09 am
by Saddletank
Crikey,

if you will make some marlburian maps I'll make the crimean soldiers :)
Seven Years War would really make me salivate.

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Thu Sep 06, 2012 2:05 am
by Marching Thru Georgia
Seven Years War would really make me salivate.
It's the feathers, right?

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Thu Sep 06, 2012 11:45 am
by gunship24
Good work on the map. Cant wait to see what your've got there, it looks great. Peninsular battlefields vary considerably but most have a least one or two hills, a church or small town, some kind of stream or brook and bit of craggy terrain. But really anything goes. No fences and limited amount of wall. I think the colour of the teerrain and trees will add the most to the visual impact.

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Thu Sep 06, 2012 12:07 pm
by con20or
Im reading this at the moment,

http://www.amazon.co.uk/An-Ensign-Penin ... 0718138406

so this mod couldnt have come at a better time!

Re: Peninsular Mod v1.01 (requires Road to Wagram v1.4)

Posted: Thu Sep 06, 2012 5:16 pm
by Saddletank
For our artists out there, Spain isn't all dry and deserty brown, or at least it isn't outside of the months of August to October, when it can be very dry and dusty. As Gunship says, its a very broken piece of Europe with many hills and craggy ridges. Walled olive and citrus groves of small (3m-4m) trees are common, even high up on the steep hillsides, and in the 1800s red-roofed whitewashed small houses were common away from the cities. The cities and bigger towns had architechture of any other European city often in the Gothic or Greco-Roman styles.

But in winter and spring the land is very lush with fields green with crops, often wheat, maize and some rice.

Roads would not be metalled in the 1800s.

Pine- and poplar trees are common and in the French style, poplar tress can line the main roads to give shade.

Its a Roman Catholic country so churches can be elaborate.

Google-image searching for "Spanish countryside" will get you many inspirational and timeless views.

For a good German or Austrian landscape a simple change of buildings and some enclosures and more fenced woods on the Alpine map would easily fill a gap there.