Sunday, August 15, 2010

Geomorph #77

This tile is a preliminary attempt at producing an urban geomorph. I still don't have my system worked out completely, so I decided to make this one compatible with my existing set. I'll probably do a few more of these, as I have an old map of an underground city that I developed while I was in college. I think I'll need to post more about that setting later. For now I'll say that it was inspired by the old Wormy comic from Dragon,  designed for straight-up fantasy, and implemented in a steam-age alternate alternate earth with pirates.


Trey said...

That turned out pretty good!

Matt said...

I totally drew a map of Toadtown when I was younger - colored it all in as well, though I never got a chance to use it. The day Wormy disappeared from Dragon was a sad day indeed.

Anonymous said...

What about using hexes? For a non-squared city desing (or maybe squares non-squared).

In order to make it irregular, you don't have to use the eight paths of the square (or the six paths of the hex. If you put together a tile with a house blocking the other's tile path, it's just a blind alley.

Risus Monkey said...

@Trey: Thanks!

@Matt: Yeah, I really miss all thing Trampier.

@Anonymous: I'd love to do hexes, but they don't lend themselves to javascript map generation. Anyway, I do have some ideas about how to make things more irregular, though they are not quite ready for primetime.

Glenn said...

Hexes? I've found that these geomorphs are already hex-friendly. Lay 'em down in a "brick" pattern, each new row shifted over by half a tile's width.

Each tile winds up with six neighbours, just like hexes. The connecting passages still work perfectly. Sure, there is some distortion between a square and a hex. You just need to be relaxed about things like scale. Or say some evil force is warping reality again. Whatever works.

Risus Monkey said...

@Glenn: Hah! Awesome! I use offset squares as hex substitutes all the time. I just never thought to try it with my current geomorphs. :)