To be instantly hypocritical, I did not do much planning for the current two tiles. I have however made them to match the measurements of my other boards, which were meticulously thought over and designed.
The thing I have found making these 2ft tiles is that you are constantly trying to fight the square. No I am not talking about Napoleonic warfare, what I mean is that you are constantly trying to hide the fact that your basic design elements are squares (which are not often found in nature). It is too easy to end up with a bunch of terrain features which are also squares, sharp road corners in the centre of the tile or hills that do the same. Even worse you overemphasise the wrong things: mountain hills or ditches that look as if they could be WW1 trenches (which may be the thing you are aiming for after all).
To counter act this I have tried to follow three simple rules in drafting and building these boards.
- Never have any terrain feature or boundary (like the edge of a hill) on the centre point of the board
- Try to move away from the entry point of a feature as soon as possible - just because a road enters and leaves a tile in the middle of and perpendicular to the edge, doesn't mean it has to continue that way, try to curve it as quickly as possible.
- If you think a hill is small enough and it's slopes are shallow enough, make it smaller and shallower. Repeat for hills that do not continue off of the board
I also try to think, what would happen in the real world - why is my road suddenly swerving to the left?, would this spur really be dead straight for 200m?
In cases where I decide I want my terrain to do something opposite to common sense, I try to find a reason for it, putting a hill in the way of my road or carve a cliff to meld the hill with the dead flat plain beside it.
I have also tried to model my terrain on real places, which is probably to make your terrain feasible.
Anyway, enough random stuff, I'm sure I'll come round to talking about something more interesting than even more terrain next time.
No comments:
Post a Comment