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Post by rane on Oct 7, 2014 18:48:33 GMT
I call upon the great power of the Crafting Gods.
I am trying to figure out a way to make modular Hexagon tiles that will fit well with DMG inspired Modular tiles.
A few points I'm struggling to figure out a method on
#1 - How big to make them? My initial goal is to have them serve as rooms (much like what you may find in a tower or keep - also to present a bit of flare and change to rectangles/squares in dungeons), and middle points that could branch the dungeon off into multiple directions. I was thinking of once again basing it off the 3x3 tile. Not too big, not too small.
#2 - What the actual mathematical dimensions should be. If I do go with 3x3s will this pose a significant problem when I try to "puzzle" it all together with my regular Right Angled modular tiles? I'm worried I'll cut tiles that will cause me headaches when i try to build the dungeon.
#3 - (and this may be solved once I figure out the exact dimensions to use) No idea how to reliably and consistently cut out hexagon tiles
I know a couple of you have made hex tiles, but it seemed to only be used in dungeon setups only using hex tiles
I only plan on making 8-10 of these MAX as again they are going to be thematic rooms.
Thanks for any light you could shed on this project.
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Post by rane on Oct 7, 2014 18:50:37 GMT
Another option I've been kicking around is going Octagons - the only downside to those is they leave square gaps when placed together, and dont fit together as well as Hex's do.
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Post by beetlewing on Oct 7, 2014 22:21:14 GMT
How do you feel about dmscotty's NEXT walls? Seems you could make a few "L" shaped pieces with a 135 degree angle to them (45 degrees + 90... or whatever the angles of a hex are), then use those to make the rooms.
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Post by rane on Oct 7, 2014 22:30:29 GMT
that is a possible option, as I do have some textured battle mats that I could use for the flooring
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Post by beetlewing on Oct 7, 2014 23:19:33 GMT
Wow: 360/6 = 60 degrees Been a while since I thought mathematically, lol
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Post by kokigami on Oct 8, 2014 5:44:09 GMT
A simple solution is to make junction pieces that match the parallelogram terrain on one end and the hexes on the other. As to size, trial and error.
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Post by DnDPaladin on Oct 8, 2014 6:19:39 GMT
when it comes to tiles you only need to still follow DMG to make hexagons. basically, his tiling works on the fact that all pices can place aside each others with no gaps. so the same is true here... all you need is for your pieces to be all hexagones and it works. my only problem here is with room sizes. hexagons do not fit anymore if you have some larger then others. and this is why it works so well with squares and rectangles.
so i think the best way to do this is to have the same exact size for your hexagons. which makes rooms a bit weird.
i agree, your best bet maybe 2.5D Next !
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Post by beetlewing on Oct 8, 2014 13:59:26 GMT
my only problem here is with room sizes. hexagons do not fit anymore if you have some larger then others. and this is why it works so well with squares and rectangles. so i think the best way to do this is to have the same exact size for your hexagons. which makes rooms a bit weird. That's a great point!
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Post by adamantinedragon on Oct 8, 2014 17:56:12 GMT
I once ran an entire campaign in a hexagon mapped world, and my experience was that it was extremely difficult to lay out any reasonable collection of rooms and hallways. Rectangles of different sizes just work together so much better that I abaondoned the hex approach a long time ago.
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Post by rane on Oct 8, 2014 18:45:07 GMT
I once ran an entire campaign in a hexagon mapped world, and my experience was that it was extremely difficult to lay out any reasonable collection of rooms and hallways. Rectangles of different sizes just work together so much better that I abaondoned the hex approach a long time ago. What is your opinion on Octagons? I'm almost considering this approach more and more now as I think it out.
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Post by adamantinedragon on Oct 8, 2014 19:00:02 GMT
I did a test map using octogons and small squares. I was intrigued by the possibility, but had already drawn proably two dozen maps in hexes and never pursued the octagon/square approach, all I have is the one test map I drew.
It might work. I dunno, I just decided that rectangles were more comfortable both for me as the GM and my players. If you make them work, let us know.
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Post by rane on Oct 8, 2014 19:03:44 GMT
one upside im seeing to Octagons is that you can easily change the map between "angled" and "square" depending on where you place the door ways on the octagon.
I'll cut some room junctions out and see how it works.
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robagd
Paint Manipulator
Posts: 137
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Post by robagd on Oct 8, 2014 20:50:12 GMT
Just remember a few have tried it and met with limited success mainly because of cutting the Hex consistently. Now if you had access to a water cutter and that plastic sign sheeting -R
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Post by gnomezrule on Oct 10, 2014 15:50:35 GMT
I think hexes make for better grids but as a modular shape can sometimes have issues.
Though there was someone on the boards that did a full set of natural caves with a hex as the basic shape.
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Post by onethatwas on Oct 10, 2014 20:36:31 GMT
I think hexes make for better grids but as a modular shape can sometimes have issues. Though there was someone on the boards that did a full set of natural caves with a hex as the basic shape. That was me and Wilmanric. The Hexagon shape works spectacularly well for randomized, natural formations, such as caverns or (if you go for that sort of thing) outdoor areas designed to have path barriers (like video games have physical borders to the outside world). For ruins, buildings, and constructed dungeons...not so much. However, you can create a process for integrating square geomorphs into a hex geomorph pretty easily by using a transition piece. Essentially it's a trapezoid...the hex compatable piece attaches into your hex geomorph, whole the flat bottom of the trapezoid will transition into the square geomorph.
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Post by rane on Oct 10, 2014 21:43:34 GMT
I think hexes make for better grids but as a modular shape can sometimes have issues. Though there was someone on the boards that did a full set of natural caves with a hex as the basic shape. That was me and Wilmanric. The Hexagon shape works spectacularly well for randomized, natural formations, such as caverns or (if you go for that sort of thing) outdoor areas designed to have path barriers (like video games have physical borders to the outside world). For ruins, buildings, and constructed dungeons...not so much. However, you can create a process for integrating square geomorphs into a hex geomorph pretty easily by using a transition piece. Essentially it's a trapezoid...the hex compatable piece attaches into your hex geomorph, whole the flat bottom of the trapezoid will transition into the square geomorph. Trapezoids! How could have I forgot!?
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Post by thedmg on Oct 11, 2014 12:37:07 GMT
Make single hex boards, otherwise it gets very complicated very quickly otherwise
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Post by rane on Oct 13, 2014 3:18:47 GMT
Make single hex boards, otherwise it gets very complicated very quickly otherwise when you say single hex boards, do you mean a single theme? (like a modular graveyard or farm land) or do you mean a single "Room" as a Hex?
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Post by thedmg on Oct 13, 2014 8:26:25 GMT
Single room. Don't try to break it up into smaller hexes... your mind will collapse
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Post by thedmg on Oct 13, 2014 8:27:39 GMT
As I prefer compact dungeons to the traditional long corridor fare, hexes are difficult because straight lines are a real problem.
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