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Old 07-07-2019, 04:48 AM   #15
ecz
 
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Join Date: Jan 2018
Default Re: Traditional Mapping with Megahexes

Quote:
Originally Posted by xane View Post
I've just about had it with licensing permissions, with all the accreditation, non-commercial, etc, etc, nada, nada ... So I've done my own floor texture, which has turned out fine but obviously not as good as the ENnie winning professional cartographer who did the official GoT maps, but there you go.

Now looks like this:
https://www.dropbox.com/s/3l3za37wp1...64932.jpg?dl=0
Credit: 3D objects by Fat Dragon Games fatdragongames.com), cardboard heroes by SJ Games.

To demonstrate the larger room tiles, replicating the megahexes, and how they are compatible with the megahex tiles from Legacy Edition:
https://www.dropbox.com/s/4ztj9qos8m...71223.jpg?dl=0

I've yet to use these in a game, so feedback would be appreciated.

I managed to get Dropbox to provide a download link here:
https://www.dropbox.com/s/14lidqd4rd...ne%29.zip?dl=1
thanks for sharing, it's another option for the wise GMs out there always looking for new ideas and changes improving their gaming experience.


A question: how do you decide if the partial hexes are playable? I would use common sense (hexes are playable if the wall leaves at least 50% of the space free for the figure, eventually allowing movement-attacks toward only one or two directions).
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