What's up with all the hexagons?

Discussion in 'General StarCraft 2 Discussion' started by Fake ID, Apr 11, 2010.

What's up with all the hexagons?

Discussion in 'General StarCraft 2 Discussion' started by Fake ID, Apr 11, 2010.

  1. Fake ID

    Fake ID New Member

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    You know what I'm talking about, everywhere there are hexagons in SC2. There are those big tiles on some map, I think the Immortal shield is made up of hexagons (at-least an art work shows that) and the half-sphere on the Mothership is made up of them, as well as the Pylon-power shows a grid of them. You know what's fun about the Immortal-shield being made up of hexagons? You can't make a sphere of hexagons, so I don't know what the Protoss-scientists where thinking but if you toss a good grenade it might fall through the top of the Immortal shield ;)

    Anyway, my guess is that the actual tiles isn't made up of squares like in SC but of hexagons, it might be clear if you move the Pylon marker around, not being privilieged to palying the game I can't test and have only seen them built in replays. I remember reading pathing is simpler on hexagons than on squares so I guess that's it. Any other thoughts?
     
  2. jasmine

    jasmine New Member

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    If we look at the walls in the Steppes map, see they are either horizontal, vertical or 45 degrees. This suggests square tiles. You can't have both horizontal and vertical walls in hexagonals.
     
  3. asdf

    asdf New Member

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    if you throw a few pentagons in there you can easily make a sphereish shape.

    anyways, the hexagons are futuristic.
     
  4. Fake ID

    Fake ID New Member

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    Yeah, but in SC1 even-though there's a grid for the buildings the units could move in any direction. For example in SC1 there wouldn't be anything stopping you from having all 360 degrees of ramps, but they basically covered all angels by going from 0 to 90,90 to 180 etc. Perhaps there's some approximation for the pathing, and that's why the buildings are bound to that grid, since the units need to path around buildings. Of-course units need to path around other units, but why not keep it simple if you can? Anyway, I think I saw a small square-grid when you place Protoss-buildings in a replay, so I'll just write it off as a hexagon-fetish for the Protoss, it seems to happen to everyone with the power to create force-fields :p

    Then logically if you build a Pylon around the north-pole it should show pentagons, same thing if you head-butt an Immortal ;)
     
  5. jasmine

    jasmine New Member

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    I expect the pathing for units also uses a square grid, but it will be finer detail than that used for buildings. As long as it's less than the smallest collision radius, then it's small enough :)
     
  6. Aurora

    Aurora The Defiant

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    Damnit asdf. Stop linking to that evil site. It keeps you reading for hours. :p
     
  7. HuxleyStronghead

    HuxleyStronghead New Member

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    True, Doom 3 a science fiction horror shooter, has hexagons as well. Not so many, but enough for being futuristic.