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Tutorial: creating POA2 Maps with ADC2

Tutorial: Creating POA2 Maps with Aid de Camp 2

Introduction

So you're tired of playing the stock scenarios in Point of Attack 2 (POA2) and you want to design your own eh? Well one of the first things you need to know how to do is use the Aid de Camp 2 (ADC2) map editing utility to create a new map. Aid de Camp 2 is the only way to make maps for POA2, as the system has no map editor of its own. For the purpose of this tutorial we'll assume that you've already done your research and know what you want your map to be. If this is your first attempt at using ADC2, I strongly suggest you create a test map using this tutorial as a guide, as there is a fair chance that you will mess up your first attempt.

The first thing that you to understand is that POA2 (and ADC2) can display two different types of maps: topographic, and hex-based. The maps that shipped with the game are topographic-based maps and only use hex symbols for the extreme close in view (zoom 3). For zoom 1 and 2 they use a large .bmp image. Hex-based maps use terrain symbols for all three zoom levels and do not use any topographic images at all. The process for creating maps using these two types of maps is similar, but there are some significant differences in the techniques used. This tutorial deals with creating hex-based maps only.

Getting Started

Before we can start you will need a few things. First, you will need a copy of the ADC2 program. This does not ship as part of POA2, so you will have to purchase it separately from HPS if you have not already done so. Got it? Okay good. The POA2 engine uses a set of map "symbols" to display the map. The symbol sets that come with POA2 only work at the close in zoom level (zoom 3) because a topographic image (a .bmp file) is used for the the other two zoom levels. There are three zoom levels total, and each uses it's own graphics or "symbol set." So if the symbol sets that come with the game will only work for zoom 3, how are we going to create a hex-based map? That's a good question and I have a good answer! I created a custom symbol set just for this purpose. You can download the "alternate symbol set" from the POA2 section on the HPS website. Go forth and download!

Got it? Okay good. Once you have the symbols installed as per the instructions that came with it we're ready to start.

Setting Things Up

Go ahead and fire up the Aid de Camp 2 map editor. Select Create New Mapboard. You will need to do two things on this screen. First, you need to tell ADC2 which symbol set we are going to be using, so click on Select Symbol Set and browse to the folder where we put the alternate symbol set. Next, we need to tell ADC2 how big we want the map to be. Use the little arrow keys to enter the correct number of rows and columns for your map. For this tutorial we will use 30x30. This yields up a map that will have 900 hexes total. Click OK.

It's important to point out that maps made with this symbol set will not be compatible with the original symbol sets. When your map is finished and you share it with other POA2 players, they will need to have the alternate symbol set installed before they can play your scenario. That's not a problem as it's available as a free download from HPS, just be sure to inform them of this in the scenario notes.

At this point you should see a screen that looks as if there isn't anything on it. That's because we haven't told ADC2 what we want it to display yet. Go into Preferences - Toggle Map items Drawn, then one by one select all the items in this list. Right now they are all turned off and we want to be able to see them all.

In both ADC2 and POA2 terrain is made up of "layers" of different terrain symbols. These layers consist of Primary Terrain, Secondary Terrain, Attributes, and Place Names. With the exception of place names, there is no difference between the other types. They are assigned in the order in which we place them on the map. Confused? I thought so, but this is actually quite simple. Let's get started and you'll quickly get the hang of it.

To make things a bit easier, the first thing we're going to do is turn on the hex grid. To do that we need to let ADC2 know which map symbol to use as a "hex." Click on Preferences, then click on Select Map/Board Overlay Symbol. You should see a small pop-up box appear. This displays all the available symbols we'll be working with in the map creation process. There are over 3,000 of them! It will take you a little while to learn what order they are in and what they are used for, but after a while you'll get the hang of it. For now, surf down just a little until you'll see a symbol named Hex. This is the one we want, although you can choose Hex Alt or Hex Alt1 if if you like those better. Click OK.

Be sure to keep the Randomize selection box unselected for now.

Your map should now be displayed with a hex grid on it. Pretty ugly right? So let's go ahead and assign some primary terrain. This is going to be a fairly simple map, so let's make the whole map elevation 5 to start with. To do this, click Map Board Symbols - Fill Map Board Symbol. When the symbol box appears, surf to Elevation 5 and click OK. Nothing happened right? Now click anywhere on the map and select Keep Changes. Now we're getting somewhere! Your map should look like the example below.

Elevations

Take a look at the little display area at the bottom of the ADC2 interface. You'll notice as you move the mouse around that it displays all the information for a particular hex. This will come in handy once our map starts getting a little busier. There are several ways in which to add elevations to the map, I'm going to show you the particular method I use. You can do this differently if you wish. So let's add a hill. Go to Map Board Symbol and select Place Primary Map Board Symbol. Select Elevation 6. Now paint the outline of the hill you wish to create. Make sure that you either make a complete circle, or that the ends touch the edges of the map. You'll see why in a minute. My map now looks something like this:

Notice that I ran the new elevation to the edges of the map.

Now click on Map Board Symbol - Fill Primary Map Board Symbol. Select Elevation 6 and click OK. Now click anywhere inside the area we just created. The entire area inside the area we defined should be filled with the new terrain. That's why you have to completely enclose an area or make it touch the edges. If you leave a gap it will fill the entire map, and we don't want that. Repeat this same procedure several times in whatever pattern you like using different elevations. Here is what I came up with.

Okay, now we have defined the Primary Terrain for the entire map, but we still need to assign the actual elevation. You see all we just did was assign elevation symbols, the game still thinks the map is flat as you can see in the display at the bottom. For a simple map this process isn't bad, but for very large, complex maps--it can be quite time consuming. Click on Elevations - Set/Modify Hex Elevation. Enter 100 (this is in meters). We'll use this as the height for Elevation 5. Now, everywhere that you see the elevation 5 symbol displayed on the map, click on that hex to assign it an actual elevation of 100 meters. See you in a little while!

Finished? Okay good. Time consuming isn't it? You can choose to do your whole map this way, or you can use a little built-in utility to speed up the process. Let's do Elevation 6 next. We'll use 120 meters for this elevation. This time, only define the outlines of the elevation, much the same way we assigned the actual terrain symbols. Once you've done this, click on Elevations - Fill Map Board Elevations, then click inside the area you want filled. Nice right? The entire area was just filled with the new elevation. Repeat this same procedure for all the other elevations using increments of 20 meters. Be careful not to leave any gaps using this method or you'll risk inadvertently filling the entire map with the new elevation.

Now that you've completed the entire map there is one more thing I need to show you about elevations. You can also choose to have the engine assign a terrain symbol based on the elevation you input. To do this click on Tools - Auto-Place Symbols for Elevations. You will see a screen that pops up that allows you to select which terrain symbols you want to use. Double click on Elevation 1 through Elevation 11. Make sure you click on them in order. They should appear one by one on the right-hand side of the screen. At the bottom select Make Symbols Primary Terrain. Click Update Map Now. ADC2 will now assign terrain symbols based on the elevation data you entered and the symbols you told it to use. Play around with this some more until you get the hand of what it's doing.

Click for a larger image.

Congratulations! You've just created a simple map and assigned all the elevation data. In our next step we'll learn how to place terrain on the map.

Continue to Step 2.

 


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