Utah: Treasure House, development thread.
Posted: Fri Apr 13, 2012 11:49 pm
Utah: Treasure House
Map development thread.
Hey y'all!
I am currently working on a new scenario based on Universum & Karsten's The Epic History Of Utah map.
So far, I've resized the map in two respects:
First, map size has been reduced to 18x18. With all of the custom assets and track routes that players will eventually end up with, I've noticed that the original Utah map eventually gets pretty bogged down, making it harder to complete without crashes for those of us with lower end/Windows 32 bit systems, even with the 3gb enabler in place. So far, this size reduction has helped, and I'm no longer seeing the CPU and memory usage hovering at near 100%, as I was on the original Utah map.
Secondly, I've utilized the 'edge area' that was in place on the original Utah map, but not accessable for use. This allows Ely, Grand Junction, and Wells to be placed closer to their 'actual' locations, and for Cedar City to be placed where Beaver resides now in Utah.
The area outside of the viewing/play area is now featureless, excepting a ring of rugged terrain I've added around the playable map area. This significantly reduces the amount of video memory required for rendering the 'useless' terrain, but still gives the illusion of terrain on the horizon for screen shots and such.
I've also tweaked the terrain a bit, to conform more closely to the actual terrain. For example, Bear Lake is now displayed, as is the Bear River. Also, I've made a 'weak' attempt to show the canyons/travel routes immediately to the east of SLC, and have also represented the Bingham Canyon Open Pit Mine on the map terrain.
Starting locations have been changed a bit:
Rock Springs, where Union Pacific enters the map area, as a starting point on the road to Promontory Point.
The relocated Grand Junction provides the starting point where D&RGW makes it's foray into Utah.
Wells provides the entry point for the Central (later Southern) Pacific Railroad onto the map.
Finally, the last starting location is Milford, Utah, although I am still debating the merits of choosing Cedar City instead. Historically, several efforts were made to extend track lines from Milford to Los Angeles, ultimately resulting in the Los Angeles and Salt Lake Railroad.
http://en.wikipedia.org/wiki/Los_Angele ... e_Railroad
A second Transcontinental Railroad route will be a new initial condition for the first Era, connecting Grand Junction with Provo and Milford/Cedar City. I've thrown Ely in as a destination requirement as well for this second route. This second route is a 'manufacture' of sorts, to give the two Southern railroads a reason to build a competing route toWells/Promontory/Ogden/Rock Springs.
Obviously, it won't be realistically possible for a player to complete both routes in the victory time frame allowed. Completing every victory conditon won't be realistically possible under the current mechanics.
Mining is a huge component of this map. I'm still working out the details, but essentially most copper, silver and gold ore on the map need to be shipped to smelters on the map. Building a new smelter in Magna, and also one Sandy are two new victory conditions. Sandy was introduced to give the 'southern' players a separate destination for their ore.
Potash mines are now represented, which produce potash for fertilizing nearby farms. I've modified existing graphics/models for this, based on the existing taconite ore mine/cars model, to which I've applied appropriate skin coloration. I like the copper mine annex that was built for Four Corners, but that model wasn't properly displaying for me; no buildup was being shown visually when I tried to port this model into my map, despite including all the related files I could spot. If I could get that model, with appropriate recoloration, to show proper potash buildup, I'd love to use it, but I'm happy with the solution I have for now. Copper mines are also now suitably represented. I ended up using the existing ore mine model, with appropriate skin recoloration, as this displays stockpiling better in mountainous terrain. I'd prefer to use a few of the models we have floating around for this map, especially any models that relate to D&RGW, Southern Pacific and the mighty Union Pacific, assuming permissions are not an issue. I plan to include appropriate modeler credits in a readme with this map, as I strongly feel that the various modelers should receive recognition for their work when it is used.
Engine performance stats are being changed, to better fit in with the map scale, real life locomotive stats, and victory conditions. Many trains will be traveling more slowly than you've seen in other scenarios. As a result, purpose built fast passenger locomotives will be more significant in the game, as many early game and later freight locomotives won't be travelling fast enough for a significant passenger speed bonus.
Obviously, I'll be reworking the values of various goods to reflect what I have in mind for this map.
Many of the goals on the original Utah map will probably be similarly represented on the new map, with several new conditions being introduced as well. Defense Depot Ogden plays a significant role in victory conditions, involving Army & AAF bases in Tooele, Dugway and Wendover.
Finally, I'm working on Frontier Station Annexes. These represent whistle stops where trains restocked their water and fuel while delivering and picking up passengers and goods to this area. They will have low production levels, but will provide needed income in the early game to facilitate expansion into other areas of the map, and to help increase the growth of nearby cities.
Everything will of course be packaged in S.A.M. 2 format, so that you may simply drop the unzipped map folder into Custom maps without any additional fuss.
That's it for now. More as I have it!
DDA40X

Map development thread.
Hey y'all!
I am currently working on a new scenario based on Universum & Karsten's The Epic History Of Utah map.
So far, I've resized the map in two respects:
First, map size has been reduced to 18x18. With all of the custom assets and track routes that players will eventually end up with, I've noticed that the original Utah map eventually gets pretty bogged down, making it harder to complete without crashes for those of us with lower end/Windows 32 bit systems, even with the 3gb enabler in place. So far, this size reduction has helped, and I'm no longer seeing the CPU and memory usage hovering at near 100%, as I was on the original Utah map.
Secondly, I've utilized the 'edge area' that was in place on the original Utah map, but not accessable for use. This allows Ely, Grand Junction, and Wells to be placed closer to their 'actual' locations, and for Cedar City to be placed where Beaver resides now in Utah.
The area outside of the viewing/play area is now featureless, excepting a ring of rugged terrain I've added around the playable map area. This significantly reduces the amount of video memory required for rendering the 'useless' terrain, but still gives the illusion of terrain on the horizon for screen shots and such.
I've also tweaked the terrain a bit, to conform more closely to the actual terrain. For example, Bear Lake is now displayed, as is the Bear River. Also, I've made a 'weak' attempt to show the canyons/travel routes immediately to the east of SLC, and have also represented the Bingham Canyon Open Pit Mine on the map terrain.
Starting locations have been changed a bit:
Rock Springs, where Union Pacific enters the map area, as a starting point on the road to Promontory Point.
The relocated Grand Junction provides the starting point where D&RGW makes it's foray into Utah.
Wells provides the entry point for the Central (later Southern) Pacific Railroad onto the map.
Finally, the last starting location is Milford, Utah, although I am still debating the merits of choosing Cedar City instead. Historically, several efforts were made to extend track lines from Milford to Los Angeles, ultimately resulting in the Los Angeles and Salt Lake Railroad.
http://en.wikipedia.org/wiki/Los_Angele ... e_Railroad
A second Transcontinental Railroad route will be a new initial condition for the first Era, connecting Grand Junction with Provo and Milford/Cedar City. I've thrown Ely in as a destination requirement as well for this second route. This second route is a 'manufacture' of sorts, to give the two Southern railroads a reason to build a competing route toWells/Promontory/Ogden/Rock Springs.
Obviously, it won't be realistically possible for a player to complete both routes in the victory time frame allowed. Completing every victory conditon won't be realistically possible under the current mechanics.
Mining is a huge component of this map. I'm still working out the details, but essentially most copper, silver and gold ore on the map need to be shipped to smelters on the map. Building a new smelter in Magna, and also one Sandy are two new victory conditions. Sandy was introduced to give the 'southern' players a separate destination for their ore.
Potash mines are now represented, which produce potash for fertilizing nearby farms. I've modified existing graphics/models for this, based on the existing taconite ore mine/cars model, to which I've applied appropriate skin coloration. I like the copper mine annex that was built for Four Corners, but that model wasn't properly displaying for me; no buildup was being shown visually when I tried to port this model into my map, despite including all the related files I could spot. If I could get that model, with appropriate recoloration, to show proper potash buildup, I'd love to use it, but I'm happy with the solution I have for now. Copper mines are also now suitably represented. I ended up using the existing ore mine model, with appropriate skin recoloration, as this displays stockpiling better in mountainous terrain. I'd prefer to use a few of the models we have floating around for this map, especially any models that relate to D&RGW, Southern Pacific and the mighty Union Pacific, assuming permissions are not an issue. I plan to include appropriate modeler credits in a readme with this map, as I strongly feel that the various modelers should receive recognition for their work when it is used.
Engine performance stats are being changed, to better fit in with the map scale, real life locomotive stats, and victory conditions. Many trains will be traveling more slowly than you've seen in other scenarios. As a result, purpose built fast passenger locomotives will be more significant in the game, as many early game and later freight locomotives won't be travelling fast enough for a significant passenger speed bonus.
Obviously, I'll be reworking the values of various goods to reflect what I have in mind for this map.
Many of the goals on the original Utah map will probably be similarly represented on the new map, with several new conditions being introduced as well. Defense Depot Ogden plays a significant role in victory conditions, involving Army & AAF bases in Tooele, Dugway and Wendover.
Finally, I'm working on Frontier Station Annexes. These represent whistle stops where trains restocked their water and fuel while delivering and picking up passengers and goods to this area. They will have low production levels, but will provide needed income in the early game to facilitate expansion into other areas of the map, and to help increase the growth of nearby cities.
Everything will of course be packaged in S.A.M. 2 format, so that you may simply drop the unzipped map folder into Custom maps without any additional fuss.
That's it for now. More as I have it!
DDA40X
