Comments

Log in with itch.io to leave a comment.

(+5)

For those looking to make this work in Foundry, I've found that this setup works: 

Hexagonal Rows - Even, Grid Size 76

Width 2666 Height 1414, Offset H3V4, Padding 0%.

This is tested on the premade maps, but if I understand it correctly, should work on everything you make by hand as well.

(+1)

This is crazy helpful, thank you.

so how do you make the maps 

the easiest way is to assemble all the assets in the pack in an editing program like photoshop or gimp

I too would love to know what settings to use with these maps for Foundry VTT! I tried everything and just can't get them to look right

Specifically the hex grid I mean, the map itself looks lovely!

And for foundry what should i do?

What software could i use to coble together my own maps with this? Something that lets me assemble maps by hand in an easy way by drag and dropping the assets into the base maps maybe? I really like the terrain generator but sometimes i need that extra bit of controll to create very specific terrain. I intend to use those mpas in foundry.

I personally use GIMP if I want to modify a map with additional assets

MapForge could do this. The software also offers plenty of hex mapping asset packs, including some free ones.

(4 edits)

First of all, great assets and thank you so much for sharing!

I had a few requests if you wouldn't mind:

  1. Versions of all the overlays/outlines and backgrounds that dont include any of the map legends/keys and don't include the "SET PAGE TO ..." in the bottom right corner
  2. Asset variants that dont have the colored size indicator on them
  3. .pngs for the individual colored size indicators
  4. "Small" (single-tile) variants for the "Large" Space tiles

Do you intend to create a Recon Sitrep at some point?

(+2)

Why are the ground tiles in clusters of 7 hexes? If anyone can see a way to import this material into hex kit then it'd be amazing.

(+3)

Easier to cover more ground that way. I can add single Hexes if you like :)

(+1)

That would actually be really useful TY, like break down the multi-hex models into individual chunks