Big Bene wrote:
Big Bene wrote:Now, lets have a look to the middle section of the HQ board, drawn in the described way.
A hex pattern has three axes of symmetry, as opposed to only two in a square pattern. But it is still a two-dimensional pattern, so we can just choose two of its axes and correspond them to the two axes of the square-patterned original HQ board. The result is fully functonal and readily recognizeable:
Now we have something to work with.
The only drawback is aestehtical: the rooms are parallelogram-shaped and look somewhat odd. In a "medieval" dungeon we expect the layout to be mostly rectangular, and the odd angles disturb the ambiente of the quest map.
But the topology of a hexagonal grid is not changed when we warp it in the plane (as long as no lines are cut or intersected). So we can just scew the whole pattern by 30 degree to make the walls rectangular:
Now the looks are greately improved while the topology is unchanged. every hex still has six adjactant hexes, and there's no distinction of orthogonal neighbouring (when we define it as "sharing a side") and diagonal neighbouring (defined here as "sharing a corner, but no side").
mitchiemasha wrote:Every one missed out on 1 simple factor here... Perfect for 3d dungeons as well... Thicker Walls!!!
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