Abstract to accompany Black Auger

Hex (-agonal tesselation/ tiling grid) map building blocks.


Hex mapping scales and stepped orientation switchbacks.

`large scale (zoom in) versus smaller scale (zoom out) type mapping & terminology as a ratio/ fraction of map- to- actual measures.

Conceptual scaling down (zoom out) allows designation of one hex as a larger- scale megahex. This technique is used in the ITL mapping of dungeons and outdoor settings. However, unlike the pantographic capability of a rectangular grid, this shorthand method of hex reversion in actuality exhibits a slight (30 degree) toggle alteration of orientation at each change of scale.

Switchbacks are illustrated at right using mapping examples extracted from the Perchance adventure module (pchG5.html). As noted in the numbered legend MH placed between the larger and smaller- scaled maps, zooming in from a single hex to its represented MH demonstrates an imposed tilt on the positioning of those component hexes, per the central hex's layout. Since there are two steps of downscaling between the upper and lower maps, the entire upper map stands at the same side- up tilt as any lettered MH in the lower map which depicts it (its compontent MHs are figuratively side- up like the hex grid of the lower map, although the hex grid upon which it's mapped is angle- up).


MicroGame 18: Lords Of Underearth louBx.jpg.

LOU enlargement of ITL tiling hexes makes one LOU map hex equal to the whole lower grouping of (lettered) mega- megahexes at right. Per switchbacks, while the Melee map's individual hexes are (nearly) vertex/ angle- up, each of its 7 megahex constructs are side- up (as represented by the separate MHs of the lettered groupings below), making the overall mega- megahex as depicted (one lettered group= the whole divorced Melee map mass) angle- up, with each hex on the LOU map side- up.

`questionable utility of this scale as a general mapping alternative due to the great distances involved per hex - Pursuit- type games like Black Auger can condense time as well as scale for convenience; for instance, the real- time game turn duration used when the party is navigating the dungeon on chases between encounters in Black Auger is approximately 2 minutes.


  LOU map portion: showing MG's hex numbering pattern giving consistent surrounding nA & nB offset deltas to every hex, with a typically centralized convergence column (where each hex nA= nB)




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