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Vassal Development Thread

 Post subject: Re: Vassal Development Thread
PostPosted: Fri Nov 28, 2025 7:28 pm 
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This time, for the fourteenth preview come what got me first into fiddling with Vassal: the maps.

1. I'll be showing the new ones so people know what to expect, plus the ones that were on the module but got necessary changes besides replacing with the last version of the hills.

2. Maps come from several sources: given to me by other forum members, taken from Shadowlord's module, made by me from scratch based on Vassal battle reports here, and made by me with no base from here.

3. At least on most of the maps i made, long side deployment, corner deployment, and short side deployment have been taken into account, like its shown on this one.

Attachment:
Vassal_Preview_Terrain_10b.jpg
Vassal_Preview_Terrain_10b.jpg [ 83.58 KiB | Viewed 21022 times ]



So on the actual maps:

120x90 Cathedral: taken from ShadowLord's version of the module. Thanks.
Attachment:
120x090_Cathedral.jpg
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120x90 Stalingrad: taken from ShadowLord's version of the module.
Attachment:
120x90_Stalingrad.jpg
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120x120 City in the jungle: made this one, to test the assets added into the module.
Attachment:
120x120_City in the jungle.jpg
120x120_City in the jungle.jpg [ 84.25 KiB | Viewed 20780 times ]


120x120 City with park: this one i made, appeared two years ago above on the previous page of this thread, but got some rework.
Attachment:
120x120_City with park.jpg
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120x120 Half Green and urban: based on a Vassal battle report here from Helge.
Attachment:
120x120_Half green and urban.jpg
120x120_Half green and urban.jpg [ 66.65 KiB | Viewed 20780 times ]


120x120 Road Y: an attempt i made at a simple map for introductory games. Not much good, i have to admit.
Attachment:
120x120_Road Y.jpg
120x120_Road Y.jpg [ 68.44 KiB | Viewed 20780 times ]


120x180 Airbase tango charlie: this one has existed on the module for many years, but found out there was some airplanes that disappeared of which only were left the silhouettes if clicking on top, so i added them.
Attachment:
120x180 Airbase tango charlie.jpg
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120x180 Ancient Ruins: taken from ShadowLord's version of the module.
Attachment:
120x180 Ancient Ruins.jpg
120x180 Ancient Ruins.jpg [ 100.49 KiB | Viewed 20780 times ]


120x180 Ashen Hell: an attempt i made of an ashen world or Khorne Daemon World (those white and red parts are bones), focused on no LOS-blocking area cover, and hills.
Attachment:
120x180 Ashen hell.jpg
120x180 Ashen hell.jpg [ 109.85 KiB | Viewed 20780 times ]

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Last edited by Abetillo on Tue Dec 09, 2025 9:41 pm, edited 2 times in total.

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 Post subject: Re: Vassal Development Thread
PostPosted: Wed Dec 03, 2025 6:28 pm 
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Here comes the second batch of maps:

- 120x180 Crossroads: taken from ShadowLord's version of the module.
Attachment:
120x180 Crossroads.jpg
120x180 Crossroads.jpg [ 75.63 KiB | Viewed 20780 times ]


- 120x180 Desert and corner dunes: adapted from a Vassal battle report from PFE.
Attachment:
120x180 Desert and corner dunes.jpg
120x180 Desert and corner dunes.jpg [ 103.75 KiB | Viewed 20955 times ]


- 120x180 Desert, trees, and tiny structures: file from Dave.
Attachment:
120x180 Desert, trees, and tiny structures.jpg
120x180 Desert, trees, and tiny structures.jpg [ 93.58 KiB | Viewed 20955 times ]


- 120x180 Desert, hills and roads: based on a Vassal battle report from PFE.
Attachment:
120x180 Desert, hills and roads.jpg
120x180 Desert, hills and roads.jpg [ 90.51 KiB | Viewed 20783 times ]


- 120x180 Hills, tress, and buildings: based on a Vassal battle report from Vaaish
Attachment:
120x180 Hills, trees, and buildings.jpg
120x180 Hills, trees, and buildings.jpg [ 101.17 KiB | Viewed 20783 times ]


- 120x180 Hills and others aligned: based on a Vassal battle report from PFE
Attachment:
120x180 Hills and others aligned.jpg
120x180 Hills and others aligned.jpg [ 115.52 KiB | Viewed 20783 times ]


- 120x180 Hills and small buildings: file from Dave
Attachment:
120x180 Hills and small buildings.jpg
120x180 Hills and small buildings.jpg [ 73.87 KiB | Viewed 20783 times ]


- 120x180 Hills and urban areas on corner: based on a Vassal battle report from Vaaish
Attachment:
120x180 Hills and urban areas on corner.jpg
120x180 Hills and urban areas on corner.jpg [ 110.53 KiB | Viewed 20783 times ]


- 120x180 Hills in center, forests and scrub screens: This one comes entirely from my head.
Attachment:
120x180 Hills in centre, forests and scrub screens.jpg
120x180 Hills in centre, forests and scrub screens.jpg [ 76.53 KiB | Viewed 20783 times ]


Also, as some of you might have noticed, some of the backgrounds have been edited. Upper ones are the previous, bottom ones the newest:

Attachment:
Vassal_Preview_Terrain_11.jpg
Vassal_Preview_Terrain_11.jpg [ 132.47 KiB | Viewed 20783 times ]


- On the grey one, there was almost no texture to it, so gave it one.
- On the dark green and and first light green, the tiling was too noticeable, so created a new texture for it.
- On the last one, as it was pretty much like the previous with a small tone of color change only noticeable if like this both were to be put one close to the other, i heavily modified it, to create something different for variety, and asthe name was temperate, created an autumn themed one, that goes well with the other assets like that. Ended up a lot better than i though.

These should fix the issue of some maps looking too bland and lacking detail when there is large areas without terrain on top and ta the same time without adding much noise that hides the terrain pieces.

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Dec 14, 2025 1:02 pm 
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Third batch of showing which the new maps are going to be. As usual there could be tiny differences with the released version.

120x180 Hills on half, roads on the other: based on a Vassal battle report from Mordoten.
Attachment:
120x180 Hills on half, roads on the other.jpg
120x180 Hills on half, roads on the other.jpg [ 101.85 KiB | Viewed 20710 times ]


120x180 Jungle&swamp's crossroads: this one i made from scratch
Attachment:
120x180 Jungle and swamps crossroads.jpg
120x180 Jungle and swamps crossroads.jpg [ 97.77 KiB | Viewed 20702 times ]


120x180 King of the hill with roads: based on a Vassal battle report from Jaggedtoothgrin
Attachment:
120x180 King of the hill with roads.jpg
120x180 King of the hill with roads.jpg [ 113.51 KiB | Viewed 20706 times ]


120x180 King of twin snowed hills: based on a Vassal battle report from Mordoten
Attachment:
120x180 King of the twin snowed hills.jpg
120x180 King of the twin snowed hills.jpg [ 97.5 KiB | Viewed 20706 times ]


This last four are a special case: an acquaintance was having issues with getting varied uses of his very small as usual with printed ones buildings so i wanted him to see there was ways to group them and variety on area terrain or TLOS that did not gave too many LoS discussions, by using on Vassal similarly shaped and sized buildings and ruins to his. The later ones i went a bit overboard and half forgot the initial intent so they were of less use to him.

120x180 Q_central and roads and buildings 1
Attachment:
120x180 Q_central road and buildings 1.jpg
120x180 Q_central road and buildings 1.jpg [ 90.89 KiB | Viewed 20704 times ]


120x180 Q_central and roads and buildings 2
Attachment:
120x180 Q_central road and buildings 2.jpg
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120x180 Q_central and roads and buildings 3
Attachment:
120x180 Q_central road and buildings 3.jpg
120x180 Q_central road and buildings 3.jpg [ 110.04 KiB | Viewed 20704 times ]


120x180 Q_central and roads and buildings 4
Attachment:
120x180 Q_central road and buildings 4.jpg
120x180 Q_central road and buildings 4.jpg [ 120.65 KiB | Viewed 20704 times ]


And to end it, as while i said before that making maps was what got me into working with Vassal, what i actually wanted to change first and noticed the fastest when i first saw a Vassal EA battle report was the fact that it was hard to see the objectives, so i added lots so the player can choose the ones that stand the most, or the most camouflaged. The first two are the ones the module have had till now.

This was quite fun to do so i went with so many:
Attachment:
Vassal_Preview_Terrain_10.JPG
Vassal_Preview_Terrain_10.JPG [ 109.44 KiB | Viewed 20704 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Dec 28, 2025 7:09 pm 
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Fourth and last batch of the new maps at the next hypothetical version.

120x180 Rivers, roads and big forests: rework of a map i sent Jimyzimms time ago and that you can see on the beginning of the previous page.
Attachment:
120x180 Rivers, roads and big forests.jpg
120x180 Rivers, roads and big forests.jpg [ 118.01 KiB | Viewed 20452 times ]


120x180 Roads in L shape and hills: based on a Vassal battle report from TRC and map from Eugene
Attachment:
120x180 Roads in L shape and hills.jpg
120x180 Roads in L shape and hills.jpg [ 109.51 KiB | Viewed 20452 times ]


120x180 Ruined Base: taken from ShadowLord's Epic module
Attachment:
120x180 Ruined Base.jpg
120x180 Ruined Base.jpg [ 84.68 KiB | Viewed 20452 times ]


120x180 Ruined desert: rework of a map i sent Jimyzimms time ago and that you can see on the beginning of the previous page.
Attachment:
120x180 Ruined desert.jpg
120x180 Ruined desert.jpg [ 107.16 KiB | Viewed 20452 times ]


120x180 Town in the desert 1: testing of the villages pre-made pieces
Attachment:
120x180 Town in the desert 1.jpg
120x180 Town in the desert 1.jpg [ 83.85 KiB | Viewed 20452 times ]


120x180 Town in the desert 2: testing of the villages pre-made pieces
Attachment:
120x180 Town in the desert 2.jpg
120x180 Town in the desert 2.jpg [ 88.63 KiB | Viewed 20452 times ]


120x180 Town in the desert 3: testing of the villages pre-made pieces
Attachment:
120x180 Town in the desert 3.jpg
120x180 Town in the desert 3.jpg [ 84.48 KiB | Viewed 20452 times ]


120x180 Two tribes 2: file from Dave
Attachment:
120x180 Two tribes 2.jpg
120x180 Two tribes 2.jpg [ 73.88 KiB | Viewed 20452 times ]


120x180 White forest and buildings: testing of terrain suitable for snowed maps, before the multi-background hills were made.
Attachment:
120x180 White forest and buildings.jpg
120x180 White forest and buildings.jpg [ 120.49 KiB | Viewed 20452 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Tue May 19, 2026 7:18 pm 
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I'm going to need to get this newest version :)
Doing great twork

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat May 23, 2026 3:39 pm 
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Soonish Tm, will be, jimmyzimms.

Well going back to my reason here, things happened, development stalled and had to wait for a while to be able to upload anything so ...

The good part is that the wh40k version getting a somewhat of an Orkeosaurus in the past weeks meant we could complete the Orks, finally. A Warlord and a Wyrdboy one were added too, and all can choose between three colour schemes, to differentiate between them during the game.

Taking this opportunity, work on the Steam Gargant was done, including some Steam going out of the chimney it has on the back (which will need some work, as it doesn't feel like steam, in our opinion. There is also the three weapon configurations, each with different colours to help identify them better.

And using that as a base, the Stompas have been reworked to allow hulls of different colours, plus the option to change the color of certain parts. That would mean 30 variations, more than plenty to help differentiate them between formations, specially now that they have a cost so low on netEA lists.

On all units, the change in colour is just with Ctrl+H and Ctrl+P, or right clicking on them and choosing the option.

Attachment:
Vassal_Preview_Orks2_1.jpg
Vassal_Preview_Orks2_1.jpg [ 165.38 KiB | Viewed 13830 times ]



So, on that picture, first row are the Warlord versions, which have the head in yellow and some horns (and some other parts in the case of the Stompa And Steam Gargant) same as the Gargant and Great Gargant did. Also a Wyrdboy version for the Orkeosaurus.

Second, third and fourth rows are normal versions, showing different colour possibilities.

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat May 30, 2026 6:06 pm 
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Another update preview.

The module had some dirt roads and rivers, but as they were made from photos of real terrain from someone's table, differences between each piece arose from the lighting on each photo, and it was obvious where each begun or end.
For the same reasons, each piece had slightly different widths.

Both have been fixed and now its hard to distinguish where each begins and ends.

Also there is fords that can be made visible with Ctrl+F or right click on each. They are wide enough for a Great Gargant to go through.

A few more fixes related to roads and rivers in general have been worked on too.

Attachment:
Vassal_Preview_Terrain_12.jpg
Vassal_Preview_Terrain_12.jpg [ 59.93 KiB | Viewed 12700 times ]

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 Post subject: Re: Vassal Development Thread
PostPosted: Sun Jun 28, 2026 9:07 am 
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And another one. This time about Tau.

    - Two more units were added: Remora Drone and Scorpionfish-Narwahl-Arrowtooth.

    - A Etheral was added to Crisis for anyone that wants to represent the option on the background that has been showed multiple times of Ethereal with Jump Packs accompanying Crisis Teams.
    - Moray and Whiteshark have been added too, in a way. Now the entire EA faction is complete.
    - There were several instances of units too similar to each other or not representing what the unit has on EA, so as work was being put on the faction, this has been worked too.
    - Finally, due to all Tau tanks being pretty much a turret swap, it was hard to recognize what each was without checking the name in the label, so additional differences where added to each, and some different colours on different parts as that works best. Taking advantage of this, general quality has been improved too. From left to right is Devilfish, HH with Ion, HH with Railgun, Skyray, and Lionfish.
    - Also, the option to easily change the colour of the turbines was added to differentiate between formations. Plans to do the same with Tetras and Piranhas is being worked, due to the spam of those static forces with HH on EpicUK list making it more important.
[/list]

Attachment:
Vassal_Preview_Tau_1.jpg
Vassal_Preview_Tau_1.jpg [ 157.75 KiB | Viewed 4595 times ]


There has been many more changes in the last months, but they are a lot smaller and numerous or more like optimization work, so they are not listed.

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 Post subject: Re: Vassal Development Thread
PostPosted: Sat Jul 11, 2026 3:27 pm 
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Good news, everyone!

Well, finally, there is an hypothetical public release of a Vassal module that may or may not exist. From here, progress will slow down for some months as focus will be put on the paper units on https://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=33143&start=32 and other EA related projects

The changelog will be short. This is a summary as the list is several hundreds of lines long:


Module v1.54 >>> v1.6.2

- Huge quantity of bug fixing
- Filesize of the module has gone down by around 20%
- Big optimization related changes
- The premade maps go from 10 to 44, from several authors.
- The module now has a manual in .pdf format
- The measuring bubbles now go on 5cm intervals from 15cm ones, more adapted to the size of the miniatures, and add text that tells the distance of each
- Added measuring bubble to objectives
- Added measuring bubbles to terrain, so they can work as objectives too
- Added another thread for measuring for the second player, and for complex measurements
- Tool for fire arcs checking which incorporates measuring by 1cm intervals
- Each type of terrain on tables now is more distinct from others and easier to identify
- Hills now work on any type of terrain and table. Theoretically, there is now up to 768 different hills from around less than 10 there was. Hills come with a snowed version to use with any type of table.
- Hills and roads now appear below other types of terrain.
- Terrain pieces for all the types on the rulebook that were missing till now and a few more, including lava, acid, sludge, swamps, bottomless pits, jungles, bridges, shrubs, frozen lakes
- Pre-made composite buildings have been added for easier creation of tables
- Terrain pieces are now more adapted to be used for the game and to create maps
- Roads have gotten curves.
- Dirt roads, rivers and lakes now blend well with others of the same type.
- Added fords to rivers, wide enough for a Great Gargant.
- Infantry bases are now 40x12mm lie official ones instead of 40x10mm
- Spacecraft has options like other units, and can be deleted like them
- 25 objectives to choose from, to make then stand out from the terrain or blend in


Adeptus Mechanicus v2.1.2 >>> v2.1.4

- Fixed bugs and issues, or added new options, common to many units from any factions
- The boxy Warlord now is close to the official size and can fit through places the others can


Agents of the Imperium v0.3 >>> v1.4

- Fixed bugs and issues, or added new options, common to many units from any factions
- The entire Ordo Hereticus has been added, based on EpicUK's list as it is more stable.


Chaos v1.2.5 >>> v1.2.7

- Fixed bugs and issues, or added new options, common to many units from any factions
- The Death Wheel now has a size close to its official one.
- The Banelord now is close to the official size and can fit through places the others can


Dark Eldar v1.0.2 >>> v1.0.3

- Fixed bugs and issues, or added new options, common to many units from any factions
- Fixed a bug that added Dark Eldar related menus on the Eldar extension


Eldars v1.3.2 >>> 1.3.4

- Fixed bugs and issues, or added new options, common to many units from any factions
- Fixed a bug that made Exarchs multiply spontaneously.
- Added Phantom Titan and Wraithgate
- Added a second colour scheme for Phantom Titan
- Fixed colour issue on Revenant and Warlock Titans


Imperial Guard v1.1.1 >>>v1.1.2

- Fixed bugs and issues, or added new options, common to many units from any factions
- Fixed a issue that made really hard to select infantry.


Imperial Navvy 1.0.3 >>> 1.0.4

- Fixed bugs and issues, or added new options, common to many units from any factions


Necrons v1.1 >>> v1.2

- Fixed bugs and issues, or added new options, common to many units from any factions
- Fixed a issue that made really hard to select infantry.
- Added Scarabs, Overlord for Warriors, Inmortals and Pariahs, and Lord for Pariahs.


Orks v1.0.3 >>> v1.2

- Fixed bugs and issues, or added new options, common to many units from any factions
- Added Mekboy Speedsta, Warbike Nobz, Bad Ork Bikerboy, and Trukk to the Speed Freks
- Added Wyldboyz, Squig Katapults, Madboyz, Wyrdboyz, Warlord, Boarboyz, Junkatrukks, Squigoths, Orkeosaurus, and Steam Gargants to the Feral Orks. The last two come with colour options.
- Added Warlord for Great Gargant, Gargant, Stompa, Nobz, Komandos, and Stormboyz in Ghazghkull Orks.
- Added colour versions to Stompas for easier identification.


Marines v1.6.4 >>> 1.7.1

- Fixed bugs and issues, or added new options, common to many units from any factions
- Added the entire Scions of Iron chapter
- Added Thunderhawks Gunships for all chapters that were missing it,and Thunderhawk variants for chapters that have them on lists
- Added Predator Incinerator
- Added characters to lots of vehicles that were missing them
- Added Whirlwind, Hunter, and Land Raider to White Scares
- Added Hunter to Dark Angels and Imperial Fists


Tau v1.0 >>> 1.1

- Fixed bugs and issues, or added new options, common to many units from any factions
- Fixed a issue that made really hard to select infantry.
- Added Remora Drones, Crisis with Ethereal (to represent that option on the background), and Scopionfish-Narwahl-Arrowtooth
- "Added" Whiteshark and Moray
- Added colour differences between all Devilfish chassis units
- Added options to change colour on all Devilfish chassis units
- Reworked most infantry for easier identification and to make then closer to what they are


Tyranids v.0 >>> v1.0.2

- Created Tyranid extension and moved existing units to it
- Fixed bugs and issues, or added new options, common to many units from any factions
- Added Scout special rule to Lictors, Genestealers, Spore Mine Clouds
- Added Hierodule, Hierophant, Malefactor, Exocrine, Dactylis, Haruspex, Trygon, and Synapse Node/Hyve Nest
- Adapted Dominatrix, Zoanthropes, and Biovores to the official size

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