![]() As DM using such a map, I’d just tell the players “That road goes to that junction” (or not) if I had to. Rivers and streams wildly branching could use the same idea. You won’t get the elegant curves, though, but it will allow ‘dead-ends’ in the center of a hex, not the edge. One might also have land-locked cities with four, five, or even six roads leading in and out…īetter might be instead of a set of overlay “road” hexes, make them into six ‘little’ overlays*, wherein each of the six is a road from one edge to the center, and they can stack up. This, of course, opens up a huge kettle of fish – ANY three sides of a hex could have a road coming in – imagine a city on a (sort-of) peninsula, with roads fanning out to all three sides not on water. ![]() The Y-junctions don’t account for that (nor do the ‘through’ roads. In the last forty-eight hours, this generator has been used to construct 2130 worlds and 10 GB of images. What I mean by “missing Y road hexes” is that sometimes roads will come into a hex on two adjacent sides. ![]()
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