Page 1 of 3 123 LastLast
Results 1 to 10 of 27

Thread: Axis & Allies Miniatures Map

  1. #1
    Guild Novice
    Join Date
    Jun 2008
    Posts
    8

    Post Axis & Allies Miniatures Map

    I try to create a axis & allies map, but have some problems with it. I use TheGimp and Inkscape (if necessary).



    1) i've some problems to create forests. May be some one could give me some advices?
    2) can you give me some reply?

  2. #2
      NeonKnight is offline
    Community Leader NeonKnight's Avatar
    Join Date
    Aug 2007
    Location
    Surrey, Canada, EH!
    Posts
    5,024

    Post

    Looks good, I tried my hand making an A&A map, but I did mine with CC3, so, sorry, can't give much help.
    Daniel the Neon Knight: Campaign Cartographer User

    Never use a big word when a diminutive one will suffice!

    Any questions on CC3? Post them with CC3 in the Subject Line!
    MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave

  3. #3
    Publisher Gamerprinter's Avatar
    Join Date
    Jul 2007
    Location
    Ottawa, IL, USA
    Posts
    3,770

    Post Suggestion...

    Using a hex grid is great for regional maps. However, it seems your roads, towns, and forests are forced into their shape by the grids around them. Your map appears to have been created by one of those hex tile based mapping programs, except as you say, this is created in GIMP and Inkscape. So consider a natural freeform shape to your terrain features.

    When I map, I place the grid as the very last thing. I do sometimes use a grid to help maintain scale throughout the process for complex maps, but I pre-create my grids and apply them as needed, usually at the end only, most of the time.

    I suggest using the grids to help determine scale at this stage, but otherwise forget they exist and create your towns, roads and forests without any forced limitation. If your forests extended beyond the edges of a given hex and partially into other hexes creating a more random shape you would have great improvement. Apply this to your towns and roads, as well.

    Your implied Hex limitation is too obvious and completely unnecessary. It is distracting.

    Of your two forest samples, I prefer the one to the right of the other, though if your forest edge was rougher, the outline forest might still work. Colorwise and town/building quality look good!

    GP
    Last edited by Gamerprinter; 07-23-2008 at 03:21 AM.
    Gamer Printshop - We print RPG Maps for Game Masters!
    http://www.gamer-printshop.com

    Kaidan setting of Japanese Horror (PFRPG) Google+ community

  4. #4
      NeonKnight is offline
    Community Leader NeonKnight's Avatar
    Join Date
    Aug 2007
    Location
    Surrey, Canada, EH!
    Posts
    5,024

    Post

    Quote Originally Posted by Gamerprinter View Post
    Using a hex grid is great for regional maps. However, it seems your roads, towns, and forests are forced into their shape by the grids around them. Your map appears to have been created by one of those hex tile based mapping programs, except as you say, this is created in GIMP and Inkscape. So consider a natural freeform shape to your terrain features.

    When I map, I place the grid as the very last thing. I do sometimes use a grid to help maintain scale throughout the process for complex maps, but I pre-create my grids and apply them as needed, usually at the end only most of the time.

    I suggest using the grids to help determine scale at this stage, but otherwise forget they exist and create your towns, roads and forests without any forced limitation. If your forests extended beyond the edges of a given hex and partially into other hexes creating a more random shape you would have great improvement. Apply this to your towns and roads.

    Your implied Hex limitation is too obvious and completely unnecessary.

    Of your two forest samples, I prefer the one to the right of the other.

    GP
    Except, Axis & Allies is a miniature game played on a HEX gridded map, so unfortunately, the terrain must be constrained by the grid. Artificial I know, but for the game to be played, that is how it has to be.

    http://www.wizards.com/default.asp?x=ah/aa/welcome

    and

    For example maps
    http://www.wizards.com/default.asp?x...le/ah20051121c

    Here is the excerpt of Page 25 & 26 of the rulebook for A&A Minis, detailing the HEX terrain.
    Attached Thumbnails Attached Thumbnails Axis & Allies Miniatures Map-terrain-hexes.jpg  
    Last edited by NeonKnight; 07-23-2008 at 03:33 AM.
    Daniel the Neon Knight: Campaign Cartographer User

    Never use a big word when a diminutive one will suffice!

    Any questions on CC3? Post them with CC3 in the Subject Line!
    MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave

  5. #5
    Publisher Gamerprinter's Avatar
    Join Date
    Jul 2007
    Location
    Ottawa, IL, USA
    Posts
    3,770

    Post I do understand

    I have played Axis & Allies, primarily the board game, rather than the online version, and I understand the pieces for units work in hexes.

    Thus using the hex grid is necessary for the game. Still, I really feel forcing map elements to the grid is unrealistic and takes away from the game. The game still works properly if the map was more authentic and still using the grid.

    Just an opinion. Of course, if those are the rules, then those are the rules.

    GP
    Last edited by Gamerprinter; 07-23-2008 at 03:36 AM.
    Gamer Printshop - We print RPG Maps for Game Masters!
    http://www.gamer-printshop.com

    Kaidan setting of Japanese Horror (PFRPG) Google+ community

  6. #6
      NeonKnight is offline
    Community Leader NeonKnight's Avatar
    Join Date
    Aug 2007
    Location
    Surrey, Canada, EH!
    Posts
    5,024

    Post

    Yeah, on the whole most things can be done without constraining ones self to the HEX except for a few minor things:

    Bluffs

    &

    Hedgerows.

    Those two items only seem extremely confined to HEXES as the rules for them specifically mention them running along a HEX edge.

    Mostly though, an terrain feature must fill most of the hex for that hex to be considered that terrain. The DOTs in the center of the hexes are used for determining Line Of Sight (you check from centre of one hex to centre of another hex), and if it crosses a hex of LoS blocking terrain, a piece cannot see another piece.
    Daniel the Neon Knight: Campaign Cartographer User

    Never use a big word when a diminutive one will suffice!

    Any questions on CC3? Post them with CC3 in the Subject Line!
    MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave

  7. #7
      torstan is offline
    Community Leader Facebook Connected torstan's Avatar
    Join Date
    Jul 2007
    Posts
    4,149

    Post

    First of all I would tone down your grass colour. Desaturate it a little and drop the lightness. At the moment it is a little too fluorescent.
    Fantasy Map Blog | My food illustration
    Everything I post is free for use and redistribution under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 licence, except where noted otherwise in the thread.

  8. #8
    Guild Novice
    Join Date
    Jun 2008
    Posts
    8

    Post

    Uhh!

    Moin,

    i am surprised to see so many replies. Thanks!

    @NeonKnight: A&A-Maps with CC3? Have you some pictues?
    @GamePrinter
    it seems your roads, towns, and forests are forced into their shape by the grids around the
    You're right. I also see this problem, but the reference maps are ... very synthetic? (right word?). I will rethink about my next steps.

    @torstan: on my screen its not so bright. I make a notice for me to remeber your hint.

    But at all: has no one a good (mini-)tutorial to make a forest? I hate my own forest (its ugly).

  9. #9
      torstan is offline
    Community Leader Facebook Connected torstan's Avatar
    Join Date
    Jul 2007
    Posts
    4,149

    Post

    Best bet is to browse around the regional map section and find a forest you like. Or find an example on the wider web. Then point to it and ask how it was done. I'm sure someone here will be able to recreate the look for you using gimp.
    Fantasy Map Blog | My food illustration
    Everything I post is free for use and redistribution under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 licence, except where noted otherwise in the thread.

  10. #10
      NeonKnight is offline
    Community Leader NeonKnight's Avatar
    Join Date
    Aug 2007
    Location
    Surrey, Canada, EH!
    Posts
    5,024

    Post

    Quote Originally Posted by Xaviar Eldor Eissturm View Post
    @NeonKnight: A&A-Maps with CC3? Have you some pictues?
    Here:

    Axis and Allies Minis Map experiment
    Daniel the Neon Knight: Campaign Cartographer User

    Never use a big word when a diminutive one will suffice!

    Any questions on CC3? Post them with CC3 in the Subject Line!
    MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •