I got really used to CorelDraw. I won't say it's the best, you don't get the subtlety that you get from the Adobe software, and in time I do intend to branch out. But it's what I've used to date.
I am using Zoner Draw. It's vector software similar to Adobe Illustrator and CorelDraw, but it is much less expensive (only $50). It doesn't have nearly the same number of bells and whistles, but I feel it's more than enough. There are even free older versions available for download, but I bought the most recent version.
I did the following using it. It's two 22x34 maps next to each other.
Also check out Inkscape. It's free, source-code included, and very nice to work with (plus actively developed with many good features planned for future releases; I haven't even had the time to explore all goodies they got into the last release recently).
In particular the hexgrid effect has been developed over a few years and optimized as far as possible for (war)game design, that is with vector objects generated to make it as easy as possible to modify the grid in ways that I find useful (and believe are useful) when making game maps (ie: each hexside is a separate object, different kinds of objects in different layers, each hex has a background polygon with invisible borders for quick editing). Other hexgrid generators I managed to find produced grids that looked ok, but was no fun to try to work with.
... but even if you don't like those I believe Inkscape is a good alternative (and spending a few hours to evaluate it won't hurt you too much).
I've found the internal debate (i.e. the debate in my head) has been to either play a lot of games poorly or a few games well. I prefer the latter model, but then you must, as you say, find that set of holy grail games that one chooses to become goo…
Chris:
Really - that's a good point. I wonder if the Audi folks realized the message they were sending out with this one. I doubt if anyone found it funny in the least.
Smitty
Group to discuss boardgame Map Making.
Where amateur and published map makers can discuss and assist each other with techniques and methods used in creating boardgame maps.
(not a group for arguments about what map style or software app is best)
I've recently printed and built "To the Last Man." I was able to play the game and get an idea of its look and feel beforehand thanks to BGG and Cyberboard. It's an excellent game, one well worth the bother.
I _hope_ it is just by unfortunate accid…
Yes, this was a creepy ad. I looked at the Audi website to compare this car to others. Oddly enough, you are unable to compare it to the VW SportWagon TDI, which gets exactly the same mileage.
Lately, I've been mad at Newsweek, due to issues of bias that are beyond the realm of this group. However, tonight I read a very good article on its web site, regarding layoffs.I was once in a meeting at a former employer, and we were going over th…
The game on the development table now is Rob Markham's Saratoga. This game covers the decisive battle of the American Revolution tactically, with two scenarios. One addresses the Battle of Freeman's Farm on September 19, and the other is on the Ba…
I'd love to see more open source work, but I'm especially thinking of computer games. That would allow not just designers, but the developers, to look "under the hood" to see what makes a good game work. Even if that education is taken to commercial…
I haven't seen much in the way of Napoleonic games as of late, and I think the COA system always lagged a bit because the rules changed quite a bit and there have been lots of questions surrounding a new, more playable system. I think if someone can…
What I think will be coolest about the concept is the use of touch displays to pick up and move counters, etc. and swipe the display with a finger to quickly scroll and view the map. All this while having a live chat window or audio option to talk t…