I’m not interested in ocean hexes, I think. But Hex Describe would treat all water hexes the same: as a lake. And so you’d get the most useless hex descriptions for the open sea. The real problem was of course that Text Mapper would just generate water hexes and not differentiate between big lakes, coastal areas and the ocean. Well, one of these issues has been resolved, now: ocean hexes. And since no such table exists for *Hex Describe* (at least not in the “Schroeder” tables), this means that no description should get generated. At least I hope that’s what it means. 🙂
And visually:
I still have a little bit of a problem picking just the right hue of darker blue. If you have opinions, please comment with a color code. The existing Gnomeyland colours, if I remember correctly, are based on old Russian maps.
To generate maps with more water, set the *bottom* parameter to some number single digit number, e.g. 6.
#RPG #Text Mapper #Maps
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I actually really like the colors, and the more vibrant blues are pretty in contrast to the more neutral greens. The yellow on the hills has the same kind of enjoyable contrast.
I’d need to print it on a black-and-white printer to be sure, but it looks like you would be able to tell the hexes apart by tone even if you had trouble distinguishing the shade.
– Anne 2019-09-21 04:20 UTC
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Thanks for the feedback. 🙂
– Alex Schroeder 2019-09-21 15:24 UTC