Nadir, how do you translate source map elevation to game map elevation? If you look at my Chaumont map thread as an example, maybe I was to literal when building the elevations and contour lines? Maybe I should use a more abstract representation of elevation?
I definitely take an abstracted approach but one based on actual contour lines. Generally the game maps are flatter than in real life (i.e. not every 5-meter contour is modeled simply because most games don't have enough levels and most gamers aren't interested in that level of fidelity with real life). As long as a ridge that blocks LOS in real life blocks it in game terms, I'm good with it, even if it's only 1/3 as high as it might be in reality. Obviously there are exceptions where this may not be true, but that's where it becomes map _art_ rather than map science.
Altered the mapped area of my project a bit - moved it and enlarged it from 2 sheets to 3 so some additional areas fought over could be included. This will be a nice mix of a couple of different unit types at different times on both sides. It starts out with mostly armored units which are later replaced with mostly infantry units. The map is in final design right now - I expect to have it printed sometime next week, after which the scenarios will be finalized and local play-testing will begin. I'm excited to see this moving again (I've been distracted with lots of other responsibilities lately).
Progress! All maps printed - just need to trim and they're ready for play-testing. Looks like 12 on-map scenarios (one of which is a combination of a couple of smaller ones) and 4 off-map (i.e. using geomorphic boards) scenarios.