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07-05-2019, 03:54 AM | #1 |
Join Date: Jun 2018
Location: London, UK
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Traditional Mapping with Megahexes
I've been experimenting with creating tiles that allow "traditional" mapping but retain the hex/megahex grid used by TFT, I've yet to figure out how to do rooms but the corridors seem to be fine.
https://www.dropbox.com/s/408pvmdgib...04334.jpg?dl=0 I'd be interested what others think of this idea, particularly if it would help with converting maps from other RPG adventures for TFT. Edit: some explanations: * the inspiration for these comes from the Melee Map, where you can see a "straight" line of megahexes, so the idea was to recreate this pattern. * as with any hexagon tessellation, there is a difference between left-right and up-down, the pattern is designed to minimise this as much as possible, there are still separate tiles for corridors running in each direction, each tile has a little arrow indicating what orientation it should be in, the tiles can all be rotated 180 degrees but not 90 degrees. * the white borders are there because the half-hexes (those with a visible centre dot) are considered usable, so the border allows the character base to fit. * the "wide" corridors are about 3 hexes wide (a megahex), which using the TFT scale of 1 hex = 4', means they are 12', but because the hexes are slanted it is more like 11', this is as close as you can get to a 10' corridor as per traditional mapping. * the "narrow" corridors follow a 2-2-1 hex wide path, these are roughly 5.5' to 6' in width. * the rooms have yet to be sorted out, shown are two types of tile that can be tessellated, these are very close to a 10'x20' room and a 20'x20' room, and still retain the megahex pattern. Credits: J Roberts @ fantasticmaps.com for the flagstone textures, and Fat Dragon Games (fatdragongames.com) for the 3D doorways. Last edited by xane; 07-05-2019 at 08:40 AM. |
07-05-2019, 05:16 AM | #2 |
Join Date: Nov 2017
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Re: Traditional Mapping with Megahexes
These are amazing! I would love to see more and get copies!
One 'concern' I've had with converting old adventures from OSR sources... in a 10' corridor, in osr games 3 people can march abreast unless one or more is using a two-handed weapon, in which case only two can. That's hard to do with hexes. Last edited by Tywyll; 07-05-2019 at 07:07 AM. |
07-05-2019, 08:44 AM | #3 |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: Traditional Mapping with Megahexes
MegaHexes in general are not the friend of dungeon tiles, because they make alignment much more challenging than just hexes alone do.
You did a fantastic job with the corridors! |
07-05-2019, 01:09 PM | #4 |
Join Date: Nov 2018
Location: Florida Peninsula, Earth, Sol Sytem
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Re: Traditional Mapping with Megahexes
Those are great!
Now I want a set or three.
__________________
The first rule of GMing "If you make it, players will break it" |
07-05-2019, 01:48 PM | #5 |
Join Date: Jul 2018
Location: Near Milwaukee, WI
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Re: Traditional Mapping with Megahexes
So what did you use to do the MegaHexes? I tried rotating my CC3 MegaHex grids, but that was such a pain, I gave up on it.
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07-05-2019, 02:38 PM | #6 |
Join Date: May 2015
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Re: Traditional Mapping with Megahexes
I tend to just draw maps freeform and then overlay hexgrid transparencies. It means the GM needs to interpret which hexes and hexsides count as passable, but it removes all need to try to line up the world with any grid.
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07-06-2019, 01:54 AM | #7 | |
Join Date: Jun 2018
Location: London, UK
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Re: Traditional Mapping with Megahexes
Quote:
At the moment I am trying to secure permission for the textures I used, I might have to switch them, and then I will post a link for the set. |
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