Reynard said:A stack of hex maps do not line up. If you convert the hexes to square grid every other column is shifted a half a square. There are maps out there representing it but three dimensionally it doesn't fit well at all. Stick to simple XYZ. Soooo much easier.
Got the issue numbers?Lord High Munchkin said:There are a couple of old 'White Dwarf' articles on just this topic.
Got it, just looked it up; Issue 73, page 27. Just 3 Issues after the first ever appearance of the Type H 'Hunter' Scout variant.Lord High Munchkin said:Not off hand... but I remember the diagrams!
hiro said:3D hex? Why would you do that?
What shape based on a 2D hex actually fits together in 3D?
What does it give that a straightforward X,Y,Z coordinate system doesn't?
Rick said:Reynard said:A stack of hex maps do not line up. If you convert the hexes to square grid every other column is shifted a half a square. There are maps out there representing it but three dimensionally it doesn't fit well at all. Stick to simple XYZ. Soooo much easier.
Argh. I'm not actually suggesting creating a vertical stack of hex maps. :? All I'm suggesting is that, either in the system/planet profile, or next to the symbol on the 2D map, you have a + or a - sign, with a number next to that, denoting it's height above, or below, the plane of the map. No +/- would indicate it was at 'level 0' or in the plane of the map. It would mean that you could use the same blank sector map sheet, just with 1 small addition to make it a 3D map.
I'm Californian?hiro said:And you put a question mark at the end of a statement.
You here for discussion of Traveller or grammar?
That is the way to go. A nice compromise using the hex map and adding some depth of field.Rick said:Tom - all I was suggesting was a normal distribution of systems across a 2D sector, then giving them 'elevations', either 'above' or 'below' the sector map, to make it more 3D.