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Post by WaffleM on Jan 3, 2014 16:26:30 GMT -5
I'm working on the next generation of Hex Grid Tiles (the first set of Hex Grid Tiles can be found HERE)and this set will be focused on interiors of things like caves, dungeons, castles, etc. I may also include sewers, spacehips/stations, and some sort of alien hive if they fit. But I have a question: What features/options do you look for in a tile mapping system? For example: I plan to include optional layers for treasure, pits, staircases, etc. What are your "make or break" items that you need your tiles to include? Thanks!
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Post by Dagger on Jan 5, 2014 12:38:57 GMT -5
It would probably be useful to have some differentiation between upper-level caves and deeper underdark levels... and the obvious gateways between said levels.
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Post by WaffleM on Jan 11, 2014 10:56:07 GMT -5
Here are some WIP images to show some of the variety of options for both the caverns and corridors. ("Hex Grid: Caverns & Corridors"may end up being the name...) First up- 1" hex cavern background with tunnel wall and stair options: Next- 1" corridor background with some wall options: I still have a lot of work to do and some considerations to make. I like to pack in a ton of options and combinations, but I don't want too many layers...
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Post by colonelshofer on Jan 11, 2014 15:27:45 GMT -5
Looking good CS
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uptrainfan89
Junior Member
Master of Time & Space!
Posts: 91
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Post by uptrainfan89 on Apr 2, 2014 9:29:38 GMT -5
I like the look so far, looks neat!
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Post by WaffleM on Apr 4, 2014 12:19:20 GMT -5
As work continues on these tiles, I thought I'd post a preview of some of the features that you can select as center elements when you are designing a tile: The elements above are: - Top Row: Fire Pit, Celestial Mechanism, Iron Grate
- Middle Row: Magic Seal, Monster Crater, Wooden Door/Cover
- Bottom Row, Pools: Mystic Energy, Slime, Water (note: This water has funky ripples that I have fixed on the master file, but forgot to change on this preview.)
Many of the center elements will be based on either a stone ring or a crater. That way if you'd like a pool of water, it can either look like a built masonry well in a castle, or a natural pool in a cave crater. You will also be able to layer these elements. For example: you can place the Magic Seal over a Pit Monster or an Iron Grate locking the entrance to an underground sewer...
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Post by colonelshofer on Apr 5, 2014 12:20:31 GMT -5
Gorgeousness CS
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uptrainfan89
Junior Member
Master of Time & Space!
Posts: 91
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Post by uptrainfan89 on Apr 6, 2014 6:21:27 GMT -5
Definitely can't wait for the tile set, it's looking awesome!!!
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Post by Griffonbait on Apr 29, 2014 23:42:51 GMT -5
Yes, this is looking good.
I would also like to recommend, if it hasn't already been done/considered, opening up complete hexagon sides (1 to 6 of them) so that large rooms/caverns can be created.
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Post by WaffleM on Apr 30, 2014 8:18:15 GMT -5
Yes, this is looking good. I would also like to recommend, if it hasn't already been done/considered, opening up complete hexagon sides (1 to 6 of them) so that large rooms/caverns can be created. Since this will be layers based, you can have empty tiles with no wall sections to make large empty rooms. And with a little tinkering, I've figured out how to make large rooms with square corners. That will be part of the next preview.
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Post by WaffleM on Jun 23, 2014 15:05:02 GMT -5
I have not fallen off the planet! Just a quick update: I just have to complete the cover and a few demo photographs! Stay tuned!
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Post by WaffleM on Jun 27, 2014 13:08:19 GMT -5
Here is a preview of a castle/stronghold that I created using the new tiles: I was able to design this really quickly using a new sketch page I added to help layout how several tiles fit together to make a complete map. You'll be able to just print that page and fill in by hand the walls/features/notes you want for each of 23 Hex Grid Tiles.
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Post by WaffleM on Jun 29, 2014 8:44:24 GMT -5
Here is another preview- Desert Arena: I used the stairs to represent the seating around the arena walls, added holding cells on opposite sides, and placed a pit monster in the center for an extra hazard. This was created using just six different tiles that were repeated and rotated. If you eliminated the holding cells and arena exteriors, you could create the battleground with just three different tiles.
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Post by Dagger on Jun 30, 2014 22:04:43 GMT -5
I like it... so many possibilities...
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Post by colonelshofer on Jul 4, 2014 13:38:03 GMT -5
Like you don't yet know CS
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