Captain P: The map isn't anything like that sort of scale I'm afraid - its 1x1 scale, just split into a hexagonal heightmap of sorts.
Forceflow: It wouldn't fit together as a grid if they aren't the same size.
Habboi: Can't quite make out, well, anything there
http://www.cubedomain.nl/images/wallpapers/pn03_2_1024.jpg
Maze: I think I'll probably go with something along these lines, and try to continue the hexagon theme into them (eg. hexagonal knots in the wood grain of wooden objects). I may also go slightly away from the hexagons by having non hexagonal objects above the initial "heightmap".
Thanks for all the comments so far guys
Posted by habboi on Tue Jul 5th 2005 at 9:50am
Zone of the Enders 2 had this boss fight with hexagons flying everywhere!
It was crazy hmm let me see if I can get a picture:
http://www.gamehope.com/s0106/img06/2b325e8ef4.jpg
Damn it is so small but you can see tiny floating things around him " SRC="images/smiles/icon_smile.gif">
Posted by G.Ballblue on Mon Jul 4th 2005 at 4:45pm

Still reminds me of that game...
That looks like something out of "Jumping Flash". " SRC="images/smiles/icon_wink.gif"> I would say this is a great idea, have an individual world for each hex (and maybe still hold the cel shading?
" SRC="images/smiles/icon_biggrin.gif"> ) Also, have you considered having any floating hexez?
Posted by Forceflow on Mon Jul 4th 2005 at 4:03pm
You shouldt have all those hexagonal blocks the same size. No matter how big it's gonna be, one sort of blocks will be boring.
Posted by Captain P on Sun Jul 3rd 2005 at 8:06pm
And on the edges, you could build streets, while on the vertices, villages and city's would...

Still reminds me of that game...
Posted by mazemaster on Sun Jul 3rd 2005 at 12:46pm
Maybe you could put 1 non-hex object per hex tile (and maybe some tiles with nothing on them), sort of like the hex-based 2d games in this thread. eg: on the green hex tiles, you put a tree. On some the sand hex tiles, you put some driftwood. On the grey hex tiles, you put a rock, etc.
Posted by Andrei on Sun Jul 3rd 2005 at 12:21pm
Well, if you're making a map of such nature why not make it steel panthers like, with grass and small forests on the ground to add some diversity. For those of you who don't know, this is how one of the greatest TBSs of the past looked like.

It has an option to turn the hexgrid off or on so that's why it's missing here.
Posted by Supa on Sat Jul 2nd 2005 at 8:14pm
Initially I was going for something entirely abstract, then I played around with a beehive kinda thing, but eventually I settled on this island setting.
I've just about finished a beehive map, Breakhive, based on a breakable staggered hexagonal grid. It does stress the source engine in that each hex is a entity and its pretty much maxed out the model and entdata pools. The nice thing about the structure is that as you dig through the honeycomb you have 12 directions to go. (3 up, 3 down, 6 sideways)
Posted by Myrk- on Sat Jul 2nd 2005 at 1:46pm
Hmmm... Or, if you feel like doing alot of entities instead of size and grandure, a mass button that removes all the hexagons, and makes it all normal. So a button that transforms Hexagons to normal, and a button that does the reverse, Assuming you use quite a few clip brushes and some kill entities, should be pheasable, and more impressive than a huge hexagonal map.

