A Terrain Generator for Hex-Based Maps
Terrain Generation for Hex Maps
This terrain generation system is designed to create
normally distributed terrain with realistic transitions in a simple and
efficient way.
Its product is one that can be easily adapted by the game’s referee
to fit any preconceived ideas they may have about their terrain, as well as
suggesting prominent terrain features and locations.
One can expect to generate 30 hexes per minute.
Generating Hexes
Whenever you generate terrain for a hex, add a modifier
based on the hexes that surround it.
Sum the modifier of each surrounding hex to determine the total modifier.
For example. If a hex was surrounded by Mountains, Mountains, Plains, Marsh, and two empty hexes, you would only +3 once for the Mountains, +1 for the Plains, and -2 for the Marsh, giving you a total modifier of +2.
For example. If a hex was surrounded by Mountains, Mountains, Plains, Marsh, and two empty hexes, you would only +3 once for the Mountains, +1 for the Plains, and -2 for the Marsh, giving you a total modifier of +2.
To begin, roll 3d6 on the Terrain Generation Table to randomly
determine the terrain of a hex somewhere near the center of your map.
Then, generate terrain normally starting with the hex to the
north-east of the initially generated hex and proceeding clockwise.
Next, generate the hex adjacent to each outer hex in the
same direction that the outer hex is from the initial hex. For example, generate
the hex that is north-east of the hex that is north-east of the initial hex;
generate the hex that is south-east of the hex that is south-east of the
initial hex. Repeat this process, and you will generate a set of “spokes”.
Continue until all of your spokes reach the edge of your map.
Next, generate each individual hex from the center towards
the edge, circling around the initial hex in a clockwise motion.
Here are some more examples:
Here are some more examples:
All maps made with Hex Kit.
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