RE: [Campaign] Criteria
From: "B Lin" <lin@r...>
Date: Wed, 3 Jul 2002 11:04:16 -0600
Subject: RE: [Campaign] Criteria
The quick fix for home made hexes using squares is this:
Draw columns for the width of your hexes, then draw in every other
column with squares. In the remaining alternating columns, shift the
squares down 1/2 a length to that they overlap 2 squares to each side.
So effectively, each square will contact 6 others - in otherwords a
hex-like arrangement.
Interestingly enough I was thinking of having my basement tiled in this
way so that the floor could be used for hex based games.
--Binhan
> -----Original Message-----
> From: KH.Ranitzsch@t-online.de [mailto:KH.Ranitzsch@t-online.de]
> Sent: Wednesday, July 03, 2002 10:10 AM
> To: gzg-l@csua.berkeley.edu
> Subject: Re: [Campaign] Criteria
>
>
> Roger Books schrieb:
> > On 3-Jul-02 at 10:50, John Sowerby (sowerbyj@fiu.edu)
> > > Mage Knight Dungeons uses a square grid, and diagonal
> > > moves cost an additional movement point, added to the cost of the
> > > square.
>
> What does moving through a flat, easy square cost ?
>
> > What's wrong with using a hex grid?
>
> Not too much, at least not for a published game.
>
> For a home-made game, they are somewhat tedious to draw.
>
> Also, most real-world maps are based on square grids, so they
> are a bit
> of an entry barrier for beginners.
>
> Greetings
> Karl Heinz