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

To generate a hex, roll 3d6 on the Terrain Generation Table. 



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.


Procedure

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:

All maps made with Hex Kit.

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