La Bete said:and last, but my no means least, the tileset -again, thanks D for the original. Im in the middle of doing a whole shedload more - I noticed while I was doing the coast for the previous map that there were particular tiles which i didnt have many/any variations on.
Anyway, here they are <drum roll>![]()
Wulf Ratbane said:Those tilesets look like they were grabbed from Civ2.
Which of course prompts me to say, "Tonite I am going home, getting HexMapper, and grabbing all the tiles from Civ THREE!"
Would definitely like to see more options on the river tiles-- coming and going from various sides of the hex, forks, and deltas...
As well as a few other games. shhh...Wulf Ratbane said:Those tilesets look like they were grabbed from Civ2.
Darraketh said:I'm in favor of implementing rivers and roads in the fashion of traditional war game hex maps. Where the rivers are always on a hex border and the roads always pass through the center of a hex.
For me the purpose of using a hex map is it's added utility over a map that doesn't use a grid system. Implementing rivers and roads in this way is in line with the overall consistency that a hex map provides.
I'm attempting to make overland travel more of an adventure by giving the great outdoors the measured feel of your average dungeon while keeping the implementation super simple.
La Bete's coastline tiles fit perfectly into this overall scheme by providing yet another distinct enviroment while adding to the overall beauty of a hex map.
As for rivers and roads I'll sacrifice beauty for utility because in this instance I don't see how I can have them both and still keep it simple.
Overall I am trying to remove some of the inherent starkness of hex maps without robbing them of their utility. If all I want is a pretty map I'll use CC2.
Rebuttals welcome.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.