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Different world map

PostPosted: Fri Dec 09, 2011 3:00 pm
by natty dread
Here's this idea I've been playing with... I'm not sure if I'll ever go through with it, it's kind of silly...

Click image to enlarge.
image


It's a hex world map.

Re: Different world map

PostPosted: Fri Dec 09, 2011 3:38 pm
by Victor Sullivan
Hm, it's certainly different, but truthfully, it's not all that appealing to me in gameplay or aesthetics. I've thought for a long time about a slightly-modified Classic - a few extra connections, maybe a couple more borders or rearrangement of territories. I wonder if perhaps you could go that route?

-Sully

Re: Different world map

PostPosted: Fri Dec 09, 2011 4:36 pm
by zimmah
natty_dread wrote:Here's this idea I've been playing with... I'm not sure if I'll ever go through with it, it's kind of silly...

Click image to enlarge.
image


It's a hex world map.


it's really open, i think it would work if you made a lot of mini-bonusses that may or may not share territories. (as in some, all, or none of the territories may be included in multiple continents)

i mean even the small continents have 4 borders here, which makes it quite different, but nice to have a new experience.

Re: Different world map

PostPosted: Fri Dec 09, 2011 4:37 pm
by natty dread
Guys, I probably won't even continue this idea, it was just something I've been thinking for a while now, and wanted to see how it'd look so made a quick sketch... but then I thought if maybe someone got interested in it and maybe wanted to run with it, or something, I don't know... so I posted it.

Re: Different world map

PostPosted: Fri Dec 09, 2011 4:42 pm
by The Bison King
So it's like a world map... but instead of looking like a map... it's hexagons? why hexagons?

Re: Different world map

PostPosted: Fri Dec 09, 2011 4:51 pm
by natty dread
Why hexagons you ask?

Hexagons are the perfect natural shape. A hexagonal grid is superior to a square grid in all conceivable ways. With a hexagonal grid, the distance between each adjacent hex is the same... whereas on a square one, if you allow diagonal movement, there's always a discrepancy in the distance of diagonal vs. orthogonal. Hexagons can thus be used more naturally to represent troop movement, without compensating for diagonal movements when calculating movement cost, which is why they are used in so many strategy games.

Hexagons are found everywhere in nature. Snowflakes, honey combs, aromatic molecules, Israeli flag... it's a beautiful geometric shape that resonates deeply with the human psyche.

Re: Different world map

PostPosted: Fri Dec 09, 2011 4:58 pm
by AndyDufresne
Hexagons are indeed classic regions/territories for many combat/war games.
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Battle of Actium map I think was the first to employ hexagons, and then there is Kings Court (and Kings Court 2).

In any case, it would be nice to have a few more maps that employ the idea.


--Andy

Re: Different world map

PostPosted: Fri Dec 09, 2011 5:09 pm
by natty dread
AndyDufresne wrote:Battle of Actium map I think was the first to employ hexagons, and then there is Kings Court (and Kings Court 2).

In any case, it would be nice to have a few more maps that employ the idea.


And Hive, don't forget Hive.

Any case, I most likely won't be doing this map, Dim's already making a similar concept, although with a clearly inferior square grid design... It'd be great if someone could talk him in to adopting a hexagonal design for his map.

As for more hex maps... I will be making the Omega Cities map, whenever lack gets around to implementing that update that allows bonus schemes as complicated as the one on that map.