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Thread: Hex Maps

  1. #1

    Wip Hex Maps

    I'm toying around with an idea for procedurally generated hex maps for BattleTech (never sure if it is considered a board game). The game uses tiered hills, so I'm torn between continuing that trend or trying for something more blended.

    I wanted some thoughts on developing the hills and overall appearance.

    One hex = @30 meters. They are 18x22.2125". The printed appearance should be 17"x22", so they still have some pixel jockeying to manage.

    desert-hills-river-test.jpg

    hills-river-test.jpg

    snow-hills-river-test.jpg

    And some more detailed views.

    desert-hills-river-detail.jpg

    hills-river-detail.jpg

    snow-hills-river-detail.jpg

  2. #2
    Guild Artisan
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    Not familiar with Battletech, but assume it might have been similar to SquadLeader, which I did play back in the day. I love your hills, and elevation, but I think the tier approach is more easily seen for height recognition. Squad leader had shades of brown.

    Have always wondered if those or any of the old SSI games, like Typhoon of Steel were playable online.

  3. #3
    Guild Journeyer eepjr24's Avatar
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    Quote Originally Posted by Savage Baron View Post
    I'm toying around with an idea for procedurally generated hex maps for BattleTech (never sure if it is considered a board game). The game uses tiered hills, so I'm torn between continuing that trend or trying for something more blended.

    I wanted some thoughts on developing the hills and overall appearance.

    One hex = @30 meters. They are 18x22.2125". The printed appearance should be 17"x22", so they still have some pixel jockeying to manage.
    I love the look both ways. I have not played Battletech for quite a while but these look nice.

    My suggestion would be to add the elevation as either a prefix or suffix on the map co-ordinates. So 1-1113, 2-1114. Then you could also use -1-1116 to denote a depression, if needed.
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