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Plastic and Stickers

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X3M
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This could be done at home. And this topic kinda flows from the previous one.

The idea is to have hexagons being 3D printed. Or at least get hexagons somewhere from a shop.
Preferably entirely black or grey or brown.
The edge should have a little elevation, so that a sticker could be placed in neatly.

The hexagons should be stackable with ease.
Ramps should be small and simply show a 45 or 30 degree change in elevation. Not sure yet, but a total of 5 different ramps in regards to change in elevation are required to cover the entire mechanics of moving up and down. Or I keep it at one for symbolic purposes.

There should be stickers to give either "rocks" or "rocks with a waterfall" for the sides.
For the ramps, any terrain will do.
For the top, 2 different stickers could be used. One to fill in the entire hexagon with a type of terrain.
The others are objects. Like a rock or a tree(from top) But also roads and rivers. Lakes and patches of other terrain.

Not only that, but putting one hexagon together with stickers will create a bit of a random feeling to terrain as well.
The same board regarding map mechanics, will have a slightly different look.

***

In short, 2 construction materials and several different sizes of stickers to give colour to the construction materials.
Simple and good looking. But most importantly, the graphics are not going to flow from one to another part of the map.

How feasable is this?
Would this be expensive or cheap?

If a player requires a certain combination. All it has to do is use the correct stickers (getting more).

X3M
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And this?

When a path crosses a river, and this is a shallow path. Only these would be exceptional stickers.
The player would be putting a sticker of a road. And then the said river with crossing.

Roads and rivers:
- 60 degree turn (which is weird, and will not be added unless really needed)
- 120 degree turn
- 180 degree, thus straith forward

I need the following combinations for a crossing:
120 road with 120 river, also a mirror image
120 road with 180 river
180 road with 120 river
180 road with 180 river

Roads come in as a barren or sand road crossing with a river. But the street variant will look like a bridge.
There are also terrains that allow crossings.
Grass, desert (sand roads too), snow (an ice path)

Where can I look for good looking stickers that portrait the terrain? I am not sure about the sizes yet.

FrankM
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Joined: 01/27/2017
Elevation and rivers

Sorry that I'm jumping in late, but trying to get a feeling of how this would look on a table. Are the high-elevation hexes physically elevated (such as stacked on top of an unused hex)?

If there's any physical elevation, that drives the angle for your ramps. They can be whatever shape that stays inside a triangle going from the hex center to the two corners of the elevated edge. You could place multiple ramps inside the same hex to get any weird combinations desired. For example, a crater has ramps going up all six sides.

For rivers, you can also have a Y shape to show joining rivers.

X3M
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never to late to join, NEVER!!

Well, my right hand suggested to me to have the same ramp simply being used as symbol for going up. It would be placed outside the higher hexagon. Meaning the lower hexagon turns in space for pieces.

The ramp would be like 1/4th of the hexagon.... or less.
Either way, a crater would have 1/2 of the diameter or more.

ehm.... ehm....wait. idea.....

What if the ramp is a ramp, but there are blocks that can elevate the ramp?
These blocks can hold stickers as well. Just like the sides of the normal hexagons. However, the pictures are this times other things than rocks.
And viewed sideways. Like's trees from a side. So you know, you are entering a forest that goes up hill. A picture could be drawn like this, right?
sideways view:
"https://cdn7.dissolve.com/p/D2115_119_911/D2115_119_911_1200.jpg
view for the player:
https://upload.wikimedia.org/wikipedia/commons/f/ff/Forest_on_a_hill_and...

Although, I need to consider if the picture is 1 height always (would be best). Or several different flavours.

***

Regarding the joining rivers. Didn't mention that because that should be a given ;)

FrankM
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Even a ramp-shaped ramp can be a symbol

Your players will understand that a single height of ramp token can connect any two hexes, so you shouldn’t worry about making a go-up-1-ramp, a go-up-2 ramp, etc.

X3M
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I understand

Going with the symbolic approach is the way to go here.

It saves more trouble I guess.

It is time to go through some websites to gather materials.

wowikon
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interesting aproach

hmm I like the Idea.

maybe you can sketch up it a little bit.
Just to understand it better?

If you will need help creating a 3D STL file for such Hexagon Tiles,
than I will try to help you!

X3M
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3D

wowikon wrote:
hmm I like the Idea.

maybe you can sketch up it a little bit.
Just to understand it better?

If you will need help creating a 3D STL file for such Hexagon Tiles,
than I will try to help you!


My cousin owns a 3D printer too. He is going to get a new one as we speak.
Going to see how expensive it might be to do 3D printing while we keep the hexagons as simple as possible.

The hexagons, should be able to be stacked.

FrankM commented about the shape of ramps.
Not sure yet about if we keep it symbolic.
But if so, the shape will remain simple.

On the other hand, perhaps we make ramps that cover an entire hexagon. Which would make the map a bit more realistic again. These ramps however would come in several flavours. But the hexagons themselves need to be rather large compared to height. So I am guessing 5 mm height and roughly 60 too 80 mm from corner to corner.

X3M
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2D

For the stickers. I think I need at least the shape for the hexagon sides and the top.

The ramps come in later and are perhaps special.
OR
Some hexagons have a ramp on their side. Simply getting rid of the little ramps all together.
Ramps would not be customized anymore. So no little mountain range with a passage. Unless we have a hexagon with special ramps.

The graphics. I think it should be hand drawn. But to get it seamless for a bit in regards to roads and rivers.

The 3D hexagons should be brown!
This is the best colour to unite all hexagons! Even sea.
And the sides don't need stickers right away.

I think, the stickes should be made as we go. Not trying to make every piece that is possible. But only every piece that can be used.

I need to cut in my own behavior I guess. Being more practical.

X3M
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Missing parts to your imagination??

I was thinking, if one terrain changes in another.
I could do this. But seeing as how there is bleeding zones and such. The change should not be in the corners but in the middle of a side.

I don't know if you guys are reading this and can picture it though.
The idea is that if the picture is a bit off, the next hexagon is like 2 to 4 mm away. Which is the imagination part.

Either way. I could make a straith change and one with a 120 degree corner. If I do this for any change in terrain. It would be easy enough to make it a standard.

Roads and rivers go through the middle as well. And for these 2, I could only allow straith and a 120 degree corner.
In fact, they could be pasted right on top for comfort.

So I got a simple plan now.

Right???
Am I heading in a right direction??

X3M
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Ok, you guys

I just had an awesome idea comming from the limitations.

When units go up a ramp. The maximum units allowed is 6-X/6 of each of the ramp space.

Meaing, going up 1 ramp is 5/6th of the space of that ramp.
Going up 2 ramps would mean, 4/6th of the space of the ramp with the least space.
Units cannot go up 6 ramps at all. Unless the units have an attribute which corrects this. Air units often have a modifier between 0 and 6.

The concequence is that slow units simply crawl up. But the fast units would be slowed down relatively a lot more. The faster they are, the more they are slowed down when going up.

How?

If an unit has to cross 6 ramps. It can choose to do this in 2 action or even in 2 rounds. Half of the army goes up 3 ramps. Then another half of that army goes up 3 ramps. The ramp now contains all units of that squad. The next round they do the same. And voila, the entire squad managed to go up a height of 6. With the complete squad. Costing at least 4 AP over 2 rounds or 6 AP in 1 round.

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