No journey begins without taking a first step and WorldWorksGames has been on a very long quest, attempting to find the Holy Grail of modular terrain. Over the years we've created various standards which have steadily lead to further innovation. Here's an overview of some of our earlier methods used between 2002 to early 2009.
Compatibility Note: Though the systems employed may vary, these model sets share common dimensional properties with subtle improvements in format. In most cases any model set employing the below systems can happily share the same table.
The "Footprint" Method: 2005 to 2009
The Footprint method covers a development period from 2005 up until the early part of 2009. This system used a semi-permanent modularity, encouraging users to think about and plan their floorplan in advance. Users would create a grid using provided materials mounted to foamcore. From this grid they would then apply walls and unique floor textures within the "footprint" of their layout. The system offered a lot of flexibility in terms of creating very distinct, unique strutural shapes but lacked the ability to be taken apart and reused in other ways like our TerrainlinX system.
Paperlinx attempted to connect modular ground tiles and structures using a series of X-shaped connectors. This afforded users some ability to link modular structures and ground tiles on-the-fly.
Covering a development period between 2002 and 2005 the Masterboard and Clip-it systems created a predefined playing area (Masterboard) with structural modules placed on top of the board (Clip-it modules).
Later variations on the Masterboard theme included a grid of velcro squares which secured structural modules without the need for paperclips or bobby pins.
Every once in a blue moon WorldWorksGames will create a model set which does not neatly fit into any of the above categories. Examples include "Maiden of the High Seas" or "Tower of Chaos". These model sets require a unique approach to which no modular standard really applies.