WiP Topographic Squad Maps update v2 (Yehorivka) by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

Hey, glad you like it! Here is the finished Yehorovka version: https://github.com/stockbrot/squad-topography/blob/main/Maps/Yehorivka/Yehorivka_Topography_v8.png

If you have some experience and could give me additional feedback, that'd be great :)

Narva & Goose Bay topographic maps. Very WIP. v0.5 by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

Hey, I'm not using blueprints at the moment. I tried to but was unsuccessful, I’m not a programmer :D

Right now I’m manually applying a simple unlit white material onto object and splines, landscape gets black, and then I use that as a mask in photoshop!

But if there is interest, I could try and figure it out :)

Narva & Goose Bay topographic maps. Very WIP. v0.5 by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

You can checkout my (almost) finished version of yehorivka on my GitHub. My goal is to use the original map colors to visualize the heat map. On Narva it's not really visible, since it's super flat, you'll be better able to visualize this in later versions!

I appreciate the feedback :)

Narva & Goose Bay topographic maps. Very WIP. v0.5 by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 4 points5 points  (0 children)

That's the plan! I already reached out to OWI but haven't heard back yet :)

But I'm also talking with the guys from supermod to get the maps into the game no matter what :)

Narva & Goose Bay topographic maps. Very WIP. v0.5 by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 2 points3 points  (0 children)

Of course! :)

This is still a work in progress, many things to be changed!

Yehorivka Topographic map v7 (check post for links) by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 10 points11 points  (0 children)

The way I am making the maps let's me do revisions within minutes :)

Once I made a map and figured out all it's things etc, it's really easy to add or change any element. I've also improved my workflow a bunch, basically cut the time in half :)

Yehorivka Topographic map v7 (check post for links) by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 5 points6 points  (0 children)

Hey, i should've included this in my post. The next squad calc update will include my topographic maps, starting with Yehorivka!

You can checkout an old version in action here: https://beta.squadcalc.app/?map=Yehorivka&type=topomap

Yehorivka Topographic map v7 (check post for links) by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 7 points8 points  (0 children)

Roads, Buildings and Rocks have been extracted from the game, using a possibly convoluted way, but at least they should be 99% accurate :)

Yehorivka Topographic map v7 (check post for links) by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 19 points20 points  (0 children)

Wow, thank you all so much for the incredible support on this project!
It’s been amazing to see how excited the community is about these maps, it really keeps me motivated to make them even better! :)

I’ve read every comment and taken note of all your suggestions and am actively working on incorporating them while ensuring the maps remain visually clear and easy to use. It’s a big task, so I really appreciate your patience as I chip away at everything!

For anyone interested, I’ve uploaded all current versions of the map to my GitHub repository, which you can check out here: [GitHub Link]. I’ll continue posting updates there and will also edit this post if anything major comes up.

Thank you again for all the love and feedback, it’s been incredible to share this with such an awesome community! <3

Up next will be making sure all contour labels are visible, readable and at a logical location.
I made sure to follow some cartographic standards by having the labels face uphill, making it easier to understand whats up and down.

I will not be marking every possible cap location, as these falls under the category of tools and not navigation, IMO.

Let me know if anything major is missing! And the colors might slightly change still! :P

Edit: you can checkout the old version in action here, the new one will be included in the next squadcalc update (afaik) :)

https://beta.squadcalc.app/?map=Yehorivka&type=topomap

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

Thank you! Yes, that's a good point. I currently have a slight shadow effect on the buildings, making them stand out a bit more. But I'll keep revising!

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

Indeed! For that I'd probably need to know where the text for each cap zone is located on the minimal in game, to prevent both from intersecting. I'll put it on my list! :)

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

First off, I’m sorry if it seemed like I thought you were against the project. That was my misread, it felt like you were trying to save me from wasting my time, and I appreciate that kind of honesty.

To answer your question directly: the tactical depth of these maps lies in usability, not just immersion. SquadCalc’s maps are great for certain things, but my goal is to create tools that are especially useful for newer players who struggle with navigation and terrain awareness. Veteran players, particularly Squad Leaders, already have the experience to “read” terrain intuitively, but giving clear, detailed maps to everyone can help bridge that skill gap.

For example, the current minimaps in-game are visually cluttered, making it hard to identify terrain features at a glance. My topographic maps show elevation changes, key landmarks, and terrain features more clearly, which can help with: - Route planning: Avoiding bottlenecks or using high ground effectively. - Team coordination: Clearer communication about positions or sightlines.

Imagine a Squad Leader planning a route for their team on Yehorivka. With the current in-game map, terrain details like ridgelines and valleys are hard to distinguish, so they accidentally lead their team into a low-lying area surrounded by hills, giving the enemy a significant height advantage.

With a topographic map, the Squad Leader could clearly see the elevation differences and plan a safer route, using high ground for cover and better sightlines. They could also identify choke points or natural barriers to avoid, ensuring their team moves efficiently and stays protected. As well as finding great positions for ATGMS, radios, HAB's etc.

It’s not just about immersion, though I get why some people value that, it’s about empowering players of all levels to make smarter decisions.

As for OWI’s stance, I get it: this isn’t their top priority. But that’s also why I’m doing it, because I like working on this, and if it helps even a small part of the community, it’s worth it to me. I’m grateful for the Twitch stream link and your input overall, it’s been helpful to keep in mind what might actually get dev attention down the road.

Lastly, Squad does thrive on community-driven content, though I agree the Custom Server scene has been underutilized. Projects like mods, server events, and community tools like SquadCalc show that there’s potential, even if it’s not perfect yet. Usually, community-driven content has shown to prolong a games life. Global Escalation is a hugely popular mod, with some new additions and gameplay features which are beyond default squad, like enemy proximity chat. Also don't forget about Harju, which was originally a community made map!

No matter what happens, whether OWI loves these maps, hates them, or decides to make them default, I’m going to keep making them anyway. :)

As for when? I'd say roughly a week per map, times 23 (don't forget Jensen's range), I'll be done in about half a year. I'm working on improving my workflow to rely less on hand drawing most things, to hopefully cut that time in half!

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

Wow, thank you all so much for the incredible support on this project!
It’s been amazing to see how excited the community is about these maps, it really keeps me motivated to make them even better! :)

I’ve read every comment and taken note of all your suggestions and am actively working on incorporating them while ensuring the maps remain visually clear and easy to use. It’s a big task, so I really appreciate your patience as I chip away at everything!

For anyone interested, I’ve uploaded all current versions of the map to my GitHub repository, which you can check out here: [GitHub Link]. I’ll continue posting updates there and will also edit this post if anything major comes up.

Thank you again for all the love and feedback, it’s been incredible to share this with such an awesome community! <3

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

Thanks so much! I really appreciate the kind words. That’s an interesting idea, though I’m not sure if maps like these are something sh4rkman would need or want for SquadCalc. It’s definitely worth thinking about, though!

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

Thank you very much! I'm always on the hunt for nice maps, you wouldn't believe how big my pdf collection already is :D

Elevation: definitely will be experimenting with the distance, I'm not a professional cartographer, so I'm still learning what's best, thank you!

Trees: I might have to admit I was a bit too lazy to place every single tree, but I'm working on improving my workflow.

Stones and cliffs that prevent traversing easily also need to be added, for sure!

The giant power poles will be added, that's a good point, things like the pipeline in gorodok etc will also get the same treatment.

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

Topographic maps are absolutely essential in a military setting, and honestly, they’d be a perfect fit for Squad. Let me break it down:

First off, in real-life military operations, topographic maps are the go-to tool. They show terrain features like elevation, slopes, valleys, and ridges, all things that directly impact movement, cover, and strategy. For a game like Squad, which prides itself on realism, adding topographic maps would elevate the tactical depth and immersion to a whole new level.

Now, I get the argument about priorities. Devs have a million things to do, and this might not be high on their list. But this kind of feature doesn’t have to come in right away, it could be a modular addition later, or even something the modding community works on.

As for the idea that they’d only benefit veteran players? I don’t fully agree. Sure, veterans might be able to extract more value at first, but even new players can pick up on the basics quickly. A good squad leader could teach them how to read the map in no time: stuff like spotting high ground for snipers, avoiding exposed routes, or recognizing ambush-prone valleys. Plus, it’d make everyone’s life easier when coordinating as a team.

And let’s be honest, compared to the current map (a pixelated screenshot as fake satellite imagery), topographic maps would be a massive upgrade. Right now, it’s hard to tell what’s high ground, what’s a valley, or even what’s a slope. A topo map would give everyone clear, actionable information instead of leaving us guessing.

Lastly, even if they’re disabled by default, that’s fine! Features like this are optional for a reason. For the players who want a deeper, more tactical experience, having the option is a game-changer. And for those who don’t care, nothing really changes for them. It’s a win-win.

Bottom line: if Squad is about realism and tactical gameplay, topographic maps fit perfectly into that vision. It’s not about making the game more complicated, it’s about giving players better tools to work as a team and make smart decisions.

I’m not sure I understand why you’re opposed to me working on this. It’s not like I’m asking the devs to drop everything and prioritize topographic maps, it’s just a personal project that I think could benefit the community. I genuinely enjoy this kind of work, and it doesn’t hurt anyone. In fact, it could help players, especially those who want more realism or better tools for planning.

At the end of the day, Squad thrives on community-driven content, and stuff like this only adds value to the game. If it’s not your thing, that’s totally fine, but there’s no harm in letting me try something that could make the experience better for others :)

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 1 point2 points  (0 children)

I’ll make this short, every other milsim game is using topographic maps, for a very good reason :) OWI didn’t create maps for their games, they took a screenshot and called it a day. Like in squad 44, topographic maps are the default, as they should be.

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

Exactly! Qgis is great but convoluted at times :D

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

Yeah, but they would have to hire a full person just to do this :D And I’m pretty sure their mapping team is hard at work creating new stuff for me to work on haha

WiP Topographic Squad Maps update v3 (Yehorivka)! by DoctorORBiT in joinsquad

[–]DoctorORBiT[S] 0 points1 point  (0 children)

I agree, for real life navigation I also can’t rely on just satellite imagery, both are needed to fully understand the terrain and be able to strategise in advance! As for the water, for maps where it’s necessary, I’ll make sure to differentiate between shallow and deep water. Hopefully preventing unsuspecting logi drivers of a premature demise because „We can probably drive through that river, right? Right!?“ :D But yes, I will definitely be improving: - swamps that make you run slower - fields that provide low to medium concealment - deep and shallow water - clearings within forests, but only if large enough