Evolution: Demigods in Training
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Map options

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Post by Razapan Sun Apr 21, 2013 1:20 am

To everyone about to become involved.

Right now I'm working on designing the map we'll be playing on. In the rules, there's a sample version of the map, a circle inscribed within a square grid. Using a map like that is option one. It's big advantages are that it's simple and easy to work with. On the other hand, since we're using paint (or possibly powerpoint) to edit it, it will, by its nature, remain very minimalism. While simple designs are sometimes best, I'm a big proponent of the idea that a bit of attractive design goes a long way in promoting immersion.

Enter option two. This:

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A hex based map would be more difficult to work with in some ways. For instance, Steve and I would have to figure out an impartial way of randomly adding special hexes. However, the HexMapper java app is remarkably customizable, and the end produce looks MUCH better than the paint-map does.

I'm personally ok with either, though I think I'm leaning more towards hexes than a grid. Does anyone else have an oppinion?
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Post by CommodoreBubblesworth Sun Apr 21, 2013 3:31 am

The large problem I see with hexes is how to note the motion of ones civilization. Without an easy way to refer to a specific hex things might get tricky. I am, however in favor of the hex map, because it makes things more dynamic.
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Post by Razapan Sun Apr 21, 2013 11:13 am

Patrick (Grailer_Diomede) is on board with the hex map also.
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Post by RavensVigil Sun Apr 21, 2013 2:06 pm

I also vote hex.
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