I'm working on a new map for my wargame type thing. The original map was pretty standard, with uniform sized hexes, and different hexes with differing terrain in them.
I have a new map, where instead of hexes of uniform size I essentailly stretched the the bottom out and narrowed the top hexes. If you can imagine a plane of hexes dissapearing toward a horizon that is a pretty good image.
The map depicts a mountainous coastline, north Africa/Tunisia. So the coast has the short hexes, and the south desert has the bigger hexes. The result is that traveling in the south of the map is quicker than in the north. Without having to use terrain to modiy movement.
Now the problem I have is that the new 'stretch hex map' is that it seems somehow dishonest. Like I fudged the hexes to get the distance between cities to be regular, rather than letting the geography determine the map.
It is close to an area movement map at this point, and at this point i might do that, break the map up into chunks of varying sizes. On the other hand the stretchy hexes isn't something that I have seen in any other games.
I wish I could be more lucid on the my dislike for the map. I think it boils down to, "why stretch the hexes? Isn't that the same as a non stretched map with different city locations?"
Here I made a flickr account to share the images to give a better idea.
http://www.flickr.com/photos/29645607@N00/156903743/
This is the straight/normal hex verision of the map.
http://www.flickr.com/photos/29645607@N00/156903742/
This is the stretchy hex version. Also adjusted to better reflect the area of the battles.
You can see in the second map that geographically the cities are of varying distances, but in terms of hex movement they are generally about 2 hexes apart from one another.