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Hex-Terrain Map

Started by Jannes Jun 25, 2004 at 10:03 AM 1 replies 1.2k views
Original Post
Jannes
Jannes
Hi, i am curently working on a 2D panzer general/battle isle clone in DirectX9 with C++. I am wondering what mapfileformat u would use. I had this 2 ideas: 1) tile based map pro: easy to modify 2) use a large background bitmap and lay a hexraster on that bitmap and a data array which stores information about each hex (height, type etc.) pro: individual design each map Thanks for any advice. P.S.: Pls let me know if you are curently working on a similar project :)
Unwise owl
Unwise owl
I'd take the 1st approach because it seems that a game that is going to be internally hex-tiled anyhow (for the game logic) uses a tile system for its graphics. Secondly, tiled maps allow for FAR more variety when it comes to the number of maps that you can produce. I remember the only disappointing element of Close Combat 3 was the limited number of maps available (basically all maps were huge images). These maps also felt small at times. Even though the fan community managed to make its own map-editing tools to produce more maps, very few maps were of equal quality to the standard ones. By the I mean it is not so easy to make a photo realistic 2D map as you might think, it very easily looks ugly or strange. Sure, poorly drawn tiles have that problem too but there is generally less total graphics draw so more time can be spent on making realistic tiles. Really, make a tile-based game.
Shadowdancer
Shadowdancer
You might find this article interesting when playing with hexes... Not exactly on topic but still interesting.

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