koontz1973 wrote:Hex grid - did not try very hard as I did not want it but it did not work.
I won't bring it up again, other than to say I think you add some unnecessary complexity / confusion to a map with the current set-up.
Best of luck,
--Andy
Moderator: Cartographers
koontz1973 wrote:Hex grid - did not try very hard as I did not want it but it did not work.
AndyDufresne wrote:koontz1973 wrote:Hex grid - did not try very hard as I did not want it but it did not work.
I won't bring it up again, other than to say I think you add some unnecessary complexity / confusion to a map with the current set-up.
Best of luck,
--Andy
AndyDufresne wrote:I am not saying there aren't good reasons for squares! I just think your map would be better overall with the other look. But I'm zipping my lips now.
--Andy
nolefan5311 wrote:Not a fan of that at all. I like the grid system.
koontz1973 wrote:Still not convinced that this is a better way to go and this is only a preliminary mock up.
AndyDufresne wrote:koontz1973 wrote:Still not convinced that this is a better way to go and this is only a preliminary mock up.
Hm, I think misspoke earlier. Instead of hexagons, could you use 'squares' with rounded corners? That is more of what I meant, I just didn't explain it very well.
Essentially, if you eliminate the corner aspect, you don't need to explain the movement, and you can do all the straight lines you want, and it doesn't look as cluttered as hexagons can look.
--Andy
DoomYoshi wrote:The traps are kind of pointless around the edges, they would need to be beside 1 territ, not 2 to be effective.
koontz1973 wrote:Because if you take the trap, you have 3 territs and as soon as the Pegasaus is taken, you are back to your 3 reinforcements (if you have taken the swords and food).
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