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Old 07-07-2019, 10:11 AM   #17
xane
 
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Join Date: Jun 2018
Location: London, UK
Default Re: Traditional Mapping with Megahexes

Quote:
Originally Posted by ecz View Post
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).
The rule is if the centre dot us visible, the hex is usable, the White borders are there to accommodate figures in the half hexes.

The primary intention of these tiles is to retain the hex grid and the megahex grid as well, this puts a lot of restrictions on the mapping, but hopefully it can be used to easily convert a traditional map.
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