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Designing
your own scenarios for these games is not difficult. The basic requirements are the
games-- because the databases are proprietary and coded, and, in the event that the
designer decides not to use an available map, the Map Editor. Aide de Camp may also be
used to create maps (all are available from HPS). A freeware program by Nick Bell, called HPSedit is also useful.
Maps
Creating a
map (if youre not using one of the many available) is the first step in scenario
creation. The map is where the action will occur, and the choices made for the map will
determine partly the choices for conducting the battle.
The maximum
area for a TOP/PITS map is 8 km x 5 km, or 80 x 50 hexes, so chose the area to be modeled
accordingly. Terrain "steps" are in 10 meters increments, to a maximum limit of
7 levels, or 70 meters. The basic terrain types for each elevation are clear, light woods,
and woods. These values are for the entire hex, ie its not possible to
"split" a hex and make it half wooded and half clear, or half level 6 and half
level 7. Additional hex terrain types include shallow water (fordable), deep water
(passable by naval vessels and amphibious craft only), sand, crops, swamp, rubble,
craters, and three types of building density.
Shallow
water, deep water and sand are level 1 hexes only. If youre designing an Alpine
lake, bear in mind that the lake will need to be the base elevation. Ditto those desert
sand dunes.
Where clear,
light woods, woods, shallow water, deep water, and sand are primary terrain values; crops,
swamp, rubble, craters, and buildings are secondary terrain that modify the value of a
hex, affecting movement and/or line of sight calculations. One secondary terrain type may
be added to any primary terrain. Attempting to add additional secondary terrain will
result in eliminating the previous secondary terrain. (Hint: If you want to eliminate the
secondary terrain in a hex altogether, select level 1 clear and reset the hex .)
Next are
hexsides and hexlines. Hexsides run along the edge of the hex, hexlines pass through the
center of the hex. Hexsides are used for features that modify movement and/or line of
sight, like rivers, streams, bocage, gullies, etc. Hexlines modify movement-- roads,
trails and railroads are examples of hexlines. Think of hexsides as a barrier to movement
and hexlines as enhancing movement.
The TOP/PITS
map editor includes hexsides on the hexline menu and vice versa. It doesnt make any
sense, its confusing and potentially trouble. For example, a river should be a
hexside; create a river using a hexline and youll have a very pretty but virtual
river--units wont treat it as a river, or anything else for that matter.
Those are the
symbols, now lets make a map.
First,
youll need a source. In my experience, the best maps to use as sources are
topographical or contour maps in 1:50,000 or 1:25,000 scales. Maps in these scales will be
very detailed and are readily adapted to TOP/PITS. Obtaining good maps can be a
challenge--check your local public or university library. If possible, try to find aerial
photographs of the terrain. Panoramic landscape views are also helpful in determining
where to place woods, or improved roads, etc. Bear in mind that contemporary maps may
contain features not present in WWII. ( I was puzzled by the width of the Dnieper on my
contemporary Russian maps until I learned that a postwar project made part of the river a
basin!)
My next step
is to grid the source map--a 1,000 meter grid is good to use. After gridding the map, I
place a shallow water hex every 10 hexes on the blank TOP/PITS map--the light blue is easy
to see. Next, I place the rivers and streams, then roads, railroads and trails (bridges
are created automatically whenever a road or railroad crosses a stream, river or gully).
For me, its easier to place the terrain after Ive laid out the hexsides and
hexlines as visual reference points. Note: It is possible to use shallow water and/or deep
water hexes to create wide rivers, but the hexlines placed across these water hexes will
not create bridges. In order to have bridges, use the appropriate hexside at the site you
want to bridge.
Terrain
requires a little interpretation. When the number of terrain levels exceeds the program
limit of seven, it will be necessary to have each terrain level represent more than ten
meters of elevation. This wont affect play, but the map will look more accurate.
I place the
ground cover and buildings last. Then I check the map against photos and make corrections
as needed (always necessary!).
One final
note about maps: There are a number of alternate terrain sets available that do a
fantastic job of representing snow, etc. Feel free to use them!
Making the Scenario
The
following assumes that youve had some experience creating new games from scratch and
are familiar with the many program options involved in setting up games, and the file
conventions used. If not, then reread the manual and Readme notes. If you are familiar
with these items, then continue!
Theres
nothing to it: a scenario is simply any .ops file given a .scn extension. Simply rename an
existing .ops file as .scn--the next time the program is run, a new scenario will be
available.
The .ops file
is created during two different stages--during the unit placement phase, and while playing
a turn. As far as scenario creation is concerned, the only difference between the stages
is in deciding whether or not to place units, and whether or not to include initial
movement orders.
If you want
the scenario user to place the units, then exit the program at the beginning of the unit
placement phase. The program doesnt provide an exit here, youll need to warm
reboot. At the reboot, the program creates a temporary file labeled qzrtl.ops. Rename this
file my.scn, or any other two letter combination. The program will now recognize a new
scenario which will begin at the unit placement phase.
If you want
the scenario to include initial movement orders, artillery missions, airstrikes, etc.,
then complete the unit placement phase and the first turn of the new game. At the end of
the first turn, save as a new game file. Then rename the new games .ops file with
the .scn extension. The program will now have a new scenario available that includes
movement orders, etc. Note: you can perform this step after any turn--this allows you to
have battlefields with fires, smoke, wrecks, etc.
HPSedit
Nick Bells HPSedit is a freeware utility that
allows users to modify some game set-up parameters. Map name, aggressiveness level, and
turn number are a few of the choices. The program runs in DOS from the command line
interface.
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