< To be honest, I still don't know whether this is worth pursuing. My [hand-drawn hex maps] look much better! (My players are not supposed to click the link. :))
> To be honest, I still don't know whether this is worth pursuing. My [http://www.flickr.com/photos/kensanata/533336771/ hand-drawn hex maps] look much better! (My players are not supposed to click the link. :))
I worked some more on the “Old School Hex Mapper” I mentioned before (2007-06-02 Hex Mapping). It does roads! Well, it does them in a crummy way. Basically there’s a road-segment connecting the center of a hex with the edge, which I then copy, rotate, and translate as necessary.
Check out this map with a road. (You need a SVG enabled browser.)
Notice how the ASCII input starts to show limitations when there are more possiblities. Look at this unintended (?) three-way crossing near the city.
The ugly part is that the roads go right through the icons. In fact, they have to, because every road segment has one of its ends in the center of the hex.
So that’s what I’ll try to work on next. I think what I’ll do is have four road tiles, one connecting two adjacent sides (60°), one connecting roads at an angle (120°), and one connecting two opposite sides (180°). Then I can have the connecting parts avoid the center of the hex.
And I’ll get rid of extra three-way crossings near cities and towns. That should be easy to do.
In the mean time, feel free to experiment:
To be honest, I still don’t know whether this is worth pursuing. My hand-drawn hex maps look much better! (My players are not supposed to click the link. )