You seem to be doing quite well. Of course, your skills and project aspects are a bit out of the range of most of us; we are centered on BK and many have little competency in such matters, so not a lot of input from me personally, just suggesions.
On a side note, your last image doesn't load for me. I think its an issue with the forum; it often keeps redirecting me to some other sites. I close the new windows quickly so its not a problem, just an annoyance. Not to complain, just noting. Very glad we have the forum and I do understand its quite decent for being free; must commend Aleks for finding it in fact (and establishing if of course).
Edit: nevermind; it just came through. That is amazing!
Its a minimap of an actual BZM you have laid out there, I assume? How big can it get? Anything in regard of buildings? Maybe place a random type of a randomly generated small village where the towns of a certain size are marked on a real map? Would get very realistic IMO. You could even specify which type of village to place in there based on the location of the map (ie: France, Germany, Russia, Ukraine).
Again, awesome achievements!
One more edit: I'd also suggest making random fields which have grass terrain objects and a few small flora for the editor to fill the areas which currently have plain grass with. I'd help alleviate the simplicity of the maps, even if being a bit monotone. Above mentioned random villages for that matter as well.
One last edit: I'd also caution you about using heights. IMO they are rather hard to see in game when they are gradual, and they do cause issues for the game engine (ie: dissappearing units and objects when camera is moved). I'd suggest perhaps inserting a factor which reduces the real values by a fixed proportion before they are translated into BK map. It'd help deal with when you have steeper slopes as well.
Last, last edit, promise: apart from a global campaign, if the above screen is in fact an already generated BK map, I'd suggest you to look into the possibility of creating a similar tool, but not for European-wide or global campaigns, but for more local operational campaigns. In fact, I am confident in that you would be able to set objectives for the player, ie: capture this location by this date. Say we are covering Citadel and the player is the commander of the Soviet northern front of the bulge.
Stalin STAVKA (I am
liking loving this style, btw, Louis
) sets his objective to capture Orel by date X. You partition the entire map of the campaign area into squares, into which you can "place" "permanent" enemy formations; ie: if a player wants his force to pass through this area, he must fight this battle. In this way, you have a clearcut means of designating map areas, and you can set up a pretty intricate enemy defensive region.
On a further note, you could add "special" enemy groups (both the "permanent" and "special" groups are hypothetical of course and only appear on the operational map as temporary icons) which have particularly high chances of appearing in certain locations ("tiles"), ie: if the enemy launches an offensive, or the player has broken through an enemy strategic defensive line.
Here's the thrill though: the "permanent" units in the tiles will merely dictate that if the player wants to move through this area, he will have to fight on this "tile map", and the force he will be fighting will be largely composed of infantry (here we are talking about which context of units will be generated with when the map is made); you could even designate nationalities. The "special" groups, however, would have a higher ratio of tanks, SPGs, and APCs in them, being more potent and of course more mobile (cause they're able to move quickly enough for the movement to be significant on an operational scale).
In this way you have something like HOI2, but of course the player is actually taken to the battlefield, making this a true real-time strategy game.
I do not know your skills, but apparently they are quite advanced in many respects. I don't know how complex of a program you can write which may/may not be able to set objectives, victory conditions, and alter what is actually an image of a map. But aside from that, I believe this prospect is completely doable and, personally, I'd have a LOT of interest in this, because it would be very unique, appropriate for the scales of BK, and, moreover, quite unprecedented. Couple that with a content and map-rich mod like GZM, and you could truly give the player the position of a real front commander. And of course, the player would be fighting for the jewels of the map - the objectives, like Orel or the Kursk defense, on nonrandom maps, many of which are already made.
To compensate for the number of battles and lack of lower-level commanders in BK (the player controls everything), we could up the numbers in favor of the player (I am talking about the case of a Soviet player, where the numerical superiority is in many cases a step closer to accuracy).
Of course, all of the above will require a lot of work and testing, but IMO NONE of it is in any way undoable; it just depends on how many people can help out. But IMO this is a VERY interesting prospect (high map count is, for example, beginning to be an issue for some GZM campaigns), and, moreover, is realistic.
BTW, I posted a much shorter description of your project with a few of your screens at SouyzUnion, perhaps there'll be some enthusiasm and more help.