Mythic Hex Tiles
A downloadable asset pack

MYTHIC HEX TILES is a comprehensive pack of fantasy-themed hex tiles, location icons and markers for creating sprawling maps with both pointy-bottom and flat-bottom hex tiles. They are great for close-up regional maps as well as zoomed-out world maps. The included source files (kra/psd) allow for easy modification, and the permissive license lets you edit and use the tiles and icons in your commercial projects. It is highly compatible with my fun-to-use hex tile map editor HEXXMAP.

Tiles are 818x944px (pointy) and 944x818px (flat) in size and come with a dashed line border baked in, as shown in the example above, and in a borderless variant. Check out this swamp tile as a demonstration and have a look at the following overview. There are more than 70 biomes (including winter versions) and every biome has 5 variants, with some special tiles like rivers having even more versions (see additional notes further below).

The 80 Locations are 500x450px in size and cover a wide range of dwellings and adventure sites, and most of them have a ruined or destroyed version, too.

The 110 Markers are 320x366px in size and include, beyond letters and numbers, various adventure, weather, and miscellaneous icons.

Additional information regarding special tiles:
- The tiles and icons should work in all sorts of map editors.
- Rivers are provided as overlays and connect to edges in every possible combination with 5 variants each. For a handful of combinations of 3 edges (which look sensible, i.e. the edges are not next to each other), a single variant is provided. (94 files)
- Roads and paths are provided as overlays and connect 1 or 2 edges in every possible combination with 5 variants each. If only one edge is connected, the road or path ends in the center of the tile. Additionally, roads and paths connecting 3 edges are provided, with 1 variant each. (125 files each)
- Lakes with rivers connect to either 1 or 2 sides and every combination is provided with 5 variants each. (105 files)
- Mountains with rivers connect to 1 side and for every side, 5 variants are provided. (30 files)
- Crags are available as pre-baked tiles (summer meadows, winter meadows, desert, and badlands) and as overlays. Every combination connecting 1 or 2 edges is provided with 2 variants (falling, rising) each. For some of the straight ones, additional variants are provided to ensure visual variety. If only 1 edge is connected, the crag ends near the center of the tile. (48 files)
- Barriers (red zigzag lines) are overlays to indicate obstacles to one side. Every possible combination of edges is provided. (63 files)
- Rivers, paths, and roads are positioned in such a way that they can be combined on a single tile, even if they start on the same tile edge. Crags can be combined with rivers, paths, and roads to some extent, depending on which crags are used.
| Updated | 23 hours ago |
| Published | 2 days ago |
| Status | Released |
| Category | Assets |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Steven Colling |
| Made with | Krita |
| Tags | Fantasy, hex, Hexcrawl, hex-tile, hexxmap, Icons, map, Tabletop, Tileset, Tabletop role-playing game |
| Links | Homepage, Discord, Mailing List |
| Content | No generative AI was used |
Purchase
In order to download this asset pack you must purchase it at or above the minimum price of $17.99 USD. You will get access to the following files:
Development log
- Mythic Hex Tiles Release!23 hours ago

Comments
Log in with itch.io to leave a comment.
Would you happen to have any plans to make character portraits as well?
Not yet! What types of character portraits are you looking for?
Sorry for my poor English. I hope you'll bear with me.
Let me use the game "Darkest Dungeon" as an example. By "portrait," I meant the kind shown in the attached image — the one that appears in the character's info panel.
Hm, I will put it on my list of potential future projects! :-)
Great looking tileset. However, I can't find any individual elements to build custom tiles, like there were in previous tilesets. Am I missing something? Also, mountains from the IoL1 are still best looking with them sticking out of their hexes. Personal preference, I guess. :) All in all, great work!
Hey! Great to hear you like it and thank you for the feedback. :-)
> Sticking out
I like tiles sticking out, too, but they are a hassle to setup in some of the map-making tools (if they work at all...), and printing them as tiles themselves (not the map) is not possible without having something cut off. Someone printed the Isle of Lore 2 tile pack and glued them on wooden hex chips, which looked quite nice and something I want to do myself with this pack in the future. But I get the point.
> Elements
There was quite some pondering when I had to make the decision to include elements or not. My approach this time was to paint the tiles as a little picture each. They are so specifically compositioned and painted, with line widths, shading and shadow fitting the overall picture, that I didn't know how assembling them would work without making them look weird. Lines have to overlap at the right places, they aren't allowed to be near each other, because it will result in artifacts when zoomed out, I weighed the spaces within forms, for example tree crowns, with the spaces around them, scaled, rotated and squished them, and so on. Slapping a bunch of pre-fabricated trees together to make a forest would have resulted in me manually editing the result to fit those requirements, so I just painted them directly how I wanted them to look instead. I know this may sound super artsy and esoteric, apologies for that.
Although, within the source files, I tried to separate objects as much as possible. If you open forest_light_summer_0.kra as an example, the trees themselves are separated into own layer groups you can single out respectively copy into a new file and export to png. The thing is, I could do this for the trees, the mountains and some of the bushes, but the approach falls apart with the small grass bushes, grass patches, marks and many of the other tile details. And even for the trees, I would need to de-rotate and de-scale them. In the end, I would have to draw a new set of "generic" elements, which is quite some work.
What's your (and others) opinion on this?
Cool stuff! Would you please update Grid Properties in your Hexxmap Documentation, adding this new tile pack? Thank you!
Thanks! I'm working on a Hexxmap update and will add the grid properties to the docs. In the meantime, the information is available in Mythic Hex Tiles' own documentation, section "Hexxmap", subsection "Importing Tiles". Let me know if you need help! :)
Thanks! Missed that.
Great set of tiles. I noticed one error: Most of the overlays (rivers etc) don't differ between the borderless and bordered versions, but the 48 borderless overlay_crag files for pointy hexes are rotated by 30 degrees. As a result lots of the lines don't reach the edges. Their border-ful counterparts, and all the flat versions, are correct.
You are right! I messed up the crags and overlay_crags for pointy_borderless. Gonna fix it, thank you for pointing it out! :-)
Fixed and available now (version 1.1). Thanks!
정말 감사합니다!
괜찮아요!
Are there any hex tile map editors that you’ve tried with this pack that you would recommend?
Does my own tool Hexxmap count? Jokes aside, the tiles work fine in Tiled, too.
Any chance for a Squares version xD
Not any time soon, but I put it on my list of ideas! :D What would you use the square version for?