Hexcels be seething at squarechads

Hexcels be seething at squarechads.

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For me? It's the triangle, the strongest shape of them all

Octagons are the best.

spheres are perfect shape
i gonna be a perfect sphere virgin soon

c i r c l e s

Autism

>square grid
>easy to read, instantly understand the geography of the location
>beehive grid
>DUDE IT'S HECCIN FUTURINO
>W-WHAT DO YOU MEAN IT LOOKS LIKE SHIT AND YOU HAVE NO IDEA WHAT THE AREA LAYOUT IS?
>NOOOOOOOOOOOOO

Cylinders >>>

what's the best way to handle diagonal movement in squares? Don't give a shit and have it also be 1, have it be 2, or 1.5?

also octagon master race

>square gives 4 directions of movement
>hex gives 6
>triangle with a pathetic 3
you dipshit

I like hexes as movement is equal in all directions, whereas moving diagonally with square grids isn't equivalent. Admittedly it makes more sense with overworld crawling rather than dungeon crawling.

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I like that a hex can be represented by a 3D box standing on one of it's edges, that's all.

Octagons can't even exist in a grid without squares.

You can fit triangles into both squares and hexagons though

dungeon on the left but with hexes overlaid?

Problem?

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that's a square dummy, and those are right triangles.
you played yourself

What the fuck is this shit

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Since GURPS > D&D; Hexes > Squares

etrian odyssey

The worst thing about hex movement is that "oh, I need to go left, easy peasy. Ok now I need to move down, let's zig zag"

The lowest circle is pretty normal. The top right could be a way to use the right corridor without entering the room
The other 2 are super weird and while I could see some super edge case of use it look retarded

1.4, Pythagorean theorem

Cairo tiling master race

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if it's underground, it makes a good deal of sense. you need thick walls underground

D&D does "your first diagonal move is 1, the rest is 2" but I think the "right" way should be either 1/2/1/2/..
or using 1.5 but that create problem when you are left with half a step

>square gives 4 directions of movement
8 ;)

this they're literally PERFECT just look into delauney

Line of sight, area of effect and mapping in general look like hell to do with this.

>1/2/1/2/
Sounds like a pain to keep track of in pen&paper, and in video games you can simply make it cost 14 action points instead of 10.

dnd has always been 1/2/1/2/1 you dope

I would define it as 4+4, because diagonal ones are not the same as orthogonal ones

Squares visually, but you treat them like octagons for the purpose of movement.

Neither of those are good examples of sensible layouts. The square grid one has too many unnecessary doors and long or winding hallways, even for a dungeon. The hex grid example is pretty bad, but that outline makes it look worse than it is.

>Don't give a shit and have it also be 1, have it be 2, or 1.5?

That depends on your/your intended audience's iq

based geometry failure

>Sounds like a pain to keep track of in pen&paper
Why? It's not something you need to remember anyway, you just move your character
"ok, I have 6 steps, I move in diagonal, 1, 2 3, 4, 5 6", ok done, see ya"
About the videogames one, if you want to go that far just remove the grid alltogheter

>and 2 is straight up nonsensical.
it's the step that you would need to move that way using normal moves, it make more sense then just using 1

How's your map coming along?

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I have yet to find a free tool that make decent maps
ok, I didn't search a lot, but most of them are supershitty just to sell you the ""premium"" version

pen and grid paper, its not free but it is based