How are you supposed to do a hex crawl in a 3d space?
Pic related is what I'm trying to wrap my head around. The flatter areas could probably just have flat hex maps, and the vertical chasms could be a hex cylinder. But I have no idea what to do with conical areas. And everything gets more complicated because a lot of the terrain is filled with caverns, 3D networks of giant trees, etc so you also need to handle depth.
I'm also interested in any more-general solutions for hex maps in 3D space.
>>54895224
pic related is something I'm considering but I have no idea how I would create the map without also building custom 3d software.
For additional consideration, here's some more crazy 3-dimensional lands.
>>54895321
How about Nodes?
>>54895496
>>54895665
How do you handle "unexplored" areas with a node system? Just leave it blank and draw in new nodes as the players explore?
>>54895814
Precisely, don't even draw blanks, just string along explored locales.
>>54895224
>>54895271
Protip: Don't.
Here's the 3D map of Ravenloft.
Notice that it's not actually 3D, rather it is 2D top-down based with cross sectional areas. People don't function in a vertical sense on their base. Rather, they tend to act in a 2D manner and switch planes. What I mean by that is they tend to either be focused on going horizontally, or vertically, but never really both at the same time. Even in the Abyss, people look for ground to walk on horizontally, and when they explore vertically, they explore by focusing on going up to the next horizontal plane.
Therefore, what you want is to make cross sectional 2D areas. Think of it like the floors of Etrian Odyssey.