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# How to best map out space for a BG (infinite, shminfinite!)

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Ska_baron
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Joined: 08/02/2008

Okay... I'm a bit scared about this because I'm not really sure how to create a picture of this and put it on here, but I will attempt to verbalize what I have envisioned...

Okay, for a space fleet conquest game I need to map out space. I want to get a feeling of vastness and large distances without a ton of pieces. One of the many ideas I've tossed around is this:

Imagine a large hexagon TILE.
Inside this hexagon are other, smaller hexagon SPACES marked off inside.
Now, of course you can't neatly fit hexagons on there...so starting with the upper left corner of the hex TILE this is also the upper left corner of a smaller hex SPACE (A). to the upper right of (A)is the bottom half of a hex SPACE (B). Below SPACE (A) is another full hex SPACE (C) and directly below that is another full hex SPACE (D)... if you've gotten that far, you can probably fill in the rest of the hex TILE

However, if you're confused, then I apologize (anyone feel free to help me visualize this for everyone). Total hex SPACES on each hex TILE: 6 whole and 6 partial hexes...

Anyway, if anyone understood this, then the purpose is that for each TILE a person explores, they reveal more than just one hex of space =)

Any other ideas on how to best represent the vast void of space are, of course, also welcome.

I look forward to your responses! Thanks

seo
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Joined: 07/21/2008
How to best map out space for a BG (infinite, shminfinite!)

Is this what you're thinking of?

Let me know if you want a PDF of this or whatever.

Seo
Yeah, I know, I should be playing Wallenstein insteado of doing this. ;)

Epigone
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Joined: 12/31/1969
How to best map out space for a BG (infinite, shminfinite!)

I've thought of similar things before, and also concluded that the "multiple tiles within 1" idea is the way to go. I eventually decided that the best approach would be a 5x5 or 6x6 *square* rather than hexes, but that may be partially due to my movement tech ideas. I made horizontal or vertical movement take 1 unit of movement and diagonal take 1.5 (close enough to sqrt(2) that the topology stayed non-ridiculous) units of movement.

larienna
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Joined: 07/28/2008
How to best map out space for a BG (infinite, shminfinite!)

Do you think that it is possible to make a convenient duel between 2 space ship in a slice of space like in the example above?

It will mean that at the end of the turn, you will have to move back the ships in the middle of the map to make sure they do not move outside the map on the next turn.

For only 2 ships, it might not be so bad, but if you also have asteroid and missiles to move it might get annoying to play.

What I tought was to use a 2 hex radius circle where you place the ship in order to keep track of the relative position and facing. The defender is in the middle and the attacker is somewhere around. A contested dice roll would determine the position and the facing of the ship according to the piloting skills of the pilot and the ship stats.

Only the distance would be missing. But you could at least know which weapon can fire the ship according to the firing arc.

Desprez
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Joined: 12/01/2008
How to best map out space for a BG (infinite, shminfinite!)

Wouldn't that be 13 full hexes and 6 half hexes?
Or were you thinking of something different?

Here's another couple of options for you thta don't involve half hexes.
(adjust number of hexes per tile as you see fit)

Why not cut the large hex tiles in the shape of a cluster of smaller hex spaces? See Example A.

Or, if that's to much intricate cutting, you could rotate the group slightly so that they fit like Example B.
Now depending on your game, this could make line of sight a bit harder. But if that's not an issue, you'll notice that even with the gap, it's pretty easy to see which hexes are supposed to be adjacent across tiles.

Blue lines = Edges of cut tile

Nando
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Joined: 07/22/2008
How to best map out space for a BG (infinite, shminfinite!)

Desprez wrote:
... you'll notice that even with the gap, it's pretty easy to see which hexes are supposed to be adjacent across tiles.
From directly overhead, at least. ;)

Ska_baron
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Joined: 08/02/2008
How to best map out space for a BG (infinite, shminfinite!)

Seo, that's actually got a few more hexes than I was envisioning...

Desprez, I kinda like your tile design A... defintely something to consider =)

Thank you both for actually creating the images.... may i ask how/what program you used?

Thanks!

seo
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Joined: 07/21/2008
How to best map out space for a BG (infinite, shminfinite!)

Ska_baron wrote:
Seo, that's actually got a few more hexes than I was envisioning...

Yeah, it was more than I thought elegant too. But was what I thought you thought. Actually, I had two simplier variations based on your text description, maybe the middle one is what you where thinking about (rotate it 90ยบ for a better match of your description, but it's thirds of hexes instead of half-hexes):

Ska_baron wrote:
Desprez, I kinda like your tile design A... defintely something to consider =)

I really like the idea behind design B. So much that I worked it a bit and evolved into thist tiles, probably the most elegant solution for this challenge. The tiles are now made of one hexagon and five pentagon, but the pentagons neghbour six cells each, so this tiles are topologically identical to the irregular one-hex-surrounded-by-hexes tiles, but offer an easier to cut hexagonal contour.

Ska_baron wrote:
Thank you both for actually creating the images.... may i ask how/what program you used?

I used CorelDRAW to design the hexes, then exported to Photoshop to prepare the posted images.

Saludos,

Seo

jwarrend
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Joined: 08/03/2008
How to best map out space for a BG (infinite, shminfinite!)

Ska_baron wrote:

Desprez, I kinda like your tile design A... defintely something to consider =)

FYI, these same kind of tiles are used in the game Attika.

-J

Desprez
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Joined: 12/01/2008
How to best map out space for a BG (infinite, shminfinite!)

Fantastic solution, seo.

@Ska_baron
Illustrator and Photoshop.

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