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Old 03-04-2008, 01:55 AM   #1
SpaceGurper
 
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Default Re: Dungeon Fantasy Mapping

I prefer the 1yd hexes myself because of the 60 degree facings. it just seemed unnatural to use squares.
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Old 03-04-2008, 08:26 AM   #2
robertsconley
 
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Default Re: Dungeon Fantasy Mapping

Well 1 yard hexes it is. For the first map I aligned pretty things much on the hex grid. The problem it that it is a pain to make standard openings, room sizes, etc.

What I will do for future maps is use the hex grid but setup the correct scaling on the square snap grid and just draw the dungeon on squares like I did for my goodman games and judges guild maps. The hexes end up where they end up.

Another question is what size range you like for hexes. For example dungeon maps come mosty in 1/4" squares or 1/5" squares.

Thanks for the input

Rob Conley
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Old 03-04-2008, 11:14 AM   #3
Stormcrow
 
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Default Re: Dungeon Fantasy Mapping

Quote:
Originally Posted by robertsconley
Well 1 yard hexes it is. For the first map I aligned pretty things much on the hex grid. The problem it that it is a pain to make standard openings, room sizes, etc.
Consider writing the dimensions of a room or corridor along the appropriate walls on your map. You won't have to count hexes while describing spaces. I like adding as much information to the map as possible, so I have those details at a glance.

Also, don't be afraid to approximate. Adventurers aren't (usually!) getting out their tape measures and checking every dimension with precision. If you use hex maps for combat as well, don't worry if your complete map doesn't exactly match the battle map; your players won't see your complete map, so they can't complain.

If they players are drawing their own maps, let them use whatever kind of paper they want. Don't stop to give them exact drawing instructions, and don't draw anything for them. Don't count hexes or squares or whatever for them. If it's a simple room, they should be able to draw it from your description. If it's complex, their characters would have trouble mapping it anyway. If a player insists that his character with Cartography would be able to draw it better, just give him pointers when he gets it blatantly wrong, nothing more — if he makes his Cartography roll.

The point of the players' map is for them to be able to get out of the dungeon, and to be able to return to previously discovered areas. The point of the referee's map is to be able to deliver consistent adventure information to the players. If these goals are being met, don't worry about the minor details.
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Old 03-04-2008, 12:57 PM   #4
demonsbane
 
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Default Re: Dungeon Fantasy Mapping

Quote:
Originally Posted by robertsconley
Well 1 yard hexes it is.
Can I ask. . . are you going to share any map?

If the answer is "yes", then I can't wait!
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