Hex by ReNo

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Map Description

Merely a proof of concept at the moment, I've no idea how or if I plan to develop this rather novel level any further.

Discussion

Posted by ReNo on Wed Jul 6th 2005 at 1:20am
[Author]

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 :biggrin: But yeah, hexagons rock, as this P.N.03 wallpaper demonstrates...

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 :smile:
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 :smile:
Posted by Myrk- on Tue Jul 5th 2005 at 1:13am

Boardgames like that remind me of risk!
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...

User posted image

Still reminds me of that game... :wink: Perhaps you could use that in some
way for your level, like placing the level in a giant rooms, with hands
moving tiles and such? That would need modelling but I think such
effects would be really... weird...
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.

User posted image

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.
Posted by Crono on Sat Jul 2nd 2005 at 8:07am

Something to make it dynamic would be switches that can be shot (or elaboratly triggered though some crazy machine) to cause the hexagons to raise and lower. You could even have some come out of the sky and crush players. You could have them fan out and make a spiral platform to a domination weapon after some series of events occur.

Finger has a cool idea too.

something that would be pretty cool, and disorienting, is having a teleport at the edges of the map that circle the player around. You could have "traps" that fling them in directions and such. A "flip" grid on the bottom that would rotate up with a switch, trigger, whatever, revealing the same land mass, but realistic would be really cool. Obviously, launching the player in the process. You could probably get certain paths going (based on force and position, with some testing you'd figure out common spots in the air) and place some obscure blockade that can come up out of the ground or something as such.

It'd probably require the playing feild to be half way between the bottom and top of the map. Having the realistic side on the bottom (upside down) and what you have no on top. You could then have some nicely placed teleporters and enough draw distance to make it looks seemlessly circular. (You could get launched in the air and smack into the floor that is underneath everyone else, get it?)

Or you can completley ignore me.

But those are some suggestions based on what you currently have.