WARNO
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Parched Valley
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155.183 MB
7 Apr @ 11:39am
18 Jun @ 11:59pm
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Parched Valley

Description
Welcome to Parched Valley commander!

Parched Valley is the second map in my series (two makes a series, right?) of maps depicting the Finnish countryside. A river and its tributary crossing the map's namesake valley have dried up due to the sweltering heat of the Finnish summer. The valley is surrounded by steep hills on both sides, offering vantage points and firing positions for eagle-eyed soldiers. Large forest areas encircle the hills and create areas of respite from the fighting. The southern portion of the map is dominated by a road connecting two towns. There are a lot of small bushes, thickets, and of course, farmyards along the way to make inching along the road even harder for one on the attack.

Initial Release contains 1v1, 2v2, and 4v4 Conquest scenarios and a 4v4 Destruction scenario.

The map is based on an area between the towns of Nummi and Saukkola in southern Finland. You can check the area yourself via the below link.

https://maps.app.goo.gl/gjmD7zcmH8F8KUdL7

Musings and Ponderings:

After my last map “Somero”, I decided to embark upon a new project now that I had some experience with the editor. Some of the issues I ran into with that map were related to size, so this one is a lot smaller. I thought it would take a lot less time to make this one, but I think this only took like ~20 hours less than Somero.

I wanted a central hotspot for the map and found the area one day while browsing Google Maps. While developing the map, I decided on two objectives: to hone on the visuals and to make it more playable than Somero was. A third objective came via the central three-way river that splits the map in three.

I had some issues with the river in Somero, as the WARNO engine can’t really handle narrow rivers. There are tesselation issues on high zoom levels, which aren’t visually aesthetic. Thus, I decided that the river was going to be dried up as that made things easier on my end. I had some more thoughts crisscrossing through my mind while developing and decided to make the dried-up river a central motif of the map. I found a nice lighting setup (the default) to complement and enhance the dried-up look and so Parched Valley was born. It is a more catchy name than the working name “Saukkola” (my apologies to people living near on in Saukkola).

So that takes care of issues #1 and #3, but how about making the map more playable? The road network has additional connections to make moving your troops around palatable. I haven’t added a lot of them, just the bare necessities. I had a lot of feedback from Somero that the road network was awful, but as that was a pure recreation of an area, I didn’t budge.

I have also altered the sizes of some forests and hewn down the heightmap after a friend said that the map was a “LOS HELL” after the first playtest. It turns out that there was a boatload of unnecessary bumps and elevation in areas of the map that didn’t quite require it.

All in all, the map is still very realistic and should offer the same sort of gameplay challenges that my previous map did.

Credits & Acknowledgements:

National Land Survey of Finland - Heightmap data used with CC4.0 license

As before, thank you to all the people in the official Eugen Discord channel #map-editor-feedback for encouragement, feedback, and company.

Batto, Jazzka & ogo for playtesting and providing valuable feedback.

Popular Discussions View All (1)
4
17 Jun @ 3:23pm
Feedback and Bugs
Hazamuth
24 Comments
Hazamuth  [author] 19 Jun @ 12:09am 
Updated the map to restore functionality after recent path. Minimap color updated, but no other changes.
Hazamuth  [author] 10 Jun @ 4:28am 
Existing maps usually have grouped up the larger built up areas, so you should be able to modify them after ungroup. IIRC you need to make a "selection_zone" polygon around the area you want to garrisonable and then include a building tag inside that polygon. You need both and only one of each per area. Check documentation for the proper names of these.
Callipygian Apribot 7 Jun @ 11:59am 
Cheers @Hazamuth, it's a very elegant and inspiring map - so much so that I'm trying my own hand at WARNO map modding. Kinda like your first project I'm mapping out my hometown (which I've done before, but never with such a wonderful UX) - I've just been stuck on one point and I'd hugely appreciate if you could point me where to look: when going through existing maps I can't seem to select buildings or districts, nor edit them as such, so I'm not exactly sure how I'm supposed to be districting about the place. Appreciate any indications you can give me, godspeed
Stormage09 30 May @ 9:25am 
Good job :SM2spacewolves:
Berserk333 2 May @ 12:16am 
Great tactical options
Rugerdie 25 Apr @ 2:45pm 
Great tactical options on this map! I can't wait until we can start to make custom Operations, this map screams SOF Behind enemy lines missions!
Hazamuth  [author] 25 Apr @ 4:50am 
I did make some accommodations this time around, adding some extra connections to places so gameplay wouldn't be affected as much as with my last map which is also on workshop. However, you are correct in that the sparse road network offers a challenge.

Logistics is a huge part of warfare (arguably, the most important part) and as such without ample access to a vast road network and easy access to supplies, you have to think about how you approach a given situation or front differently. It is something you might not think about in the context of this game until you are in the situation where you don't have it anymore. And best of all, it offers that warm fuzzy feeling of having overcome the challenge.
Berty 25 Apr @ 3:13am 
I love your map, the lack of road is hell but I like a good challenge !
✪ Super Six-Four ✪ 18 Apr @ 6:05pm 
Brilliant map.
[ESP]LOKOTRON07 14 Apr @ 11:27am 
Good job!