View Full Version : Dignan's Maps - New Map 4/11
GeneralRolando
May 13th, 2010, 10:50 PM
Very nice! I like them all a lot. Which ones do you sagest for tournament play? I would like to use some.
Dignan
May 14th, 2010, 08:28 AM
Very nice! I like them all a lot. Which ones do you sagest for tournament play? I would like to use some.
Thanks. They are all built with tournament play in mind, but some pull it off better than others. I think Flash Fire, Ignition, Fissure, and Can't take the Heat are probably the best for tournaments. We've used those the most down here and they seem to give very nice and balanced games.
Killer Lawnmower
May 14th, 2010, 08:30 PM
Just played one of the best games ever!!!(on Warden)
Me:
Emiroon Arkmer
Syvarris Ulginish Kyntela
Jordawn
Friend: :grumble:
Krug Hydra
Tur-kul-na grubs isamu
My Elves had probably the best defensive rolls ever, Arkmer surviving 5 att dice from Tor-kul-na!!!!!:excited::excited:
Dignan
June 6th, 2010, 03:06 PM
6/6/10: Just did a small edit to Warden. There was an error in the build instructions and I fixed them to avoid confusion.
Dignan
June 19th, 2010, 03:36 PM
Update 6/19
I've been working on my latest map for about 4 weeks. It's slightly asymmetrical so it took me a little longer to tweak this map. It's gone through a series of changes and now I feel like it's pretty solid. Hope you enjoy it.
Map: Jagged Causeway (http://www.heroscapers.com/community/downloads.php?do=file&id=2492)
Date Uploaded: 6/19/10
Requires: 1 BftU, 1 TT, 1 FotA
Heavy Snow, normal ice
http://www.heroscapers.com/community/../downloads//jaggedcauseway_O87.jpg
yamissflash
June 19th, 2010, 04:19 PM
Just played one of the best games ever!!!(on Warden)
...
My Elves had probably the best defensive rolls ever, Arkmer surviving 5 skulls
fixed. Just to avoid confusion
Killer Lawnmower
June 19th, 2010, 05:52 PM
Just played one of the best games ever!!!(on Warden)
...
My Elves had probably the best defensive rolls ever, Arkmer surviving 5 skulls
fixed. Just to avoid confusion
Ah close enough:) I think people got it.
Anyway, cool new map Dignan!!!
rednax
June 19th, 2010, 08:07 PM
Wow! That's the whitest map of I've ever seen.
Just joking, Dignan. The map looks really cool.
In other new, I just got a back from a tournament where I played both Fulcrum and Fissure and I've got to say that both were finely made maps. Thanks.
~Rednax
Dignan
June 19th, 2010, 08:14 PM
Wow! That's the whitest map of I've ever seen.
Yeah, I did render that image a bit on the bright side. :D
Just joking, Dignan. The map looks really cool.
In other new, I just got a back from a tournament where I played both Fulcrum and Fissure and I've got to say that both were finely made maps. Thanks.
~Rednax
Thanks for the kind words. Glad to hear that the maps worked out for the event. Hopefully everyone enjoyed themselves.
Kaemon Awasome
June 19th, 2010, 09:46 PM
vBulletin Message
You must spread some Reputation around before giving it to Dignan again.
That map looks awesome! I don't even care how it plays (just kidding... but seriously).
xraine69
June 20th, 2010, 01:58 PM
Update 6/19
I've been working on my latest map for about 4 weeks. It's slightly asymmetrical so it took me a little longer to tweak this map. It's gone through a series of changes and now I feel like it's pretty solid. Hope you enjoy it.
Map: Jagged Causeway (http://www.heroscapers.com/community/downloads.php?do=file&id=2492)
Date Uploaded: 6/19/10
Requires: 1 BftU, 1 TT, 1 FotA
Heavy Snow, normal ice
http://www.heroscapers.com/community/../downloads//jaggedcauseway_O87.jpg
You always create great maps Dignan. I use alot of them for my game days. I set up Mergaine's Redoubt the other day for a 4 way battle and I just set up Jagged Causeway for a game with my son for Father's Day. One critique tho, could you mark the battlements in you build instructions??? Even displaying the pics on a 32 in tv, I have a hard time placing them. ;) Thanks and thanks for all the great creativity.
Dignan
June 20th, 2010, 03:25 PM
One critique tho, could you mark the battlements in you build instructions???
Sorry, I had attached them to the wrong side of the hex making them difficult to see. I have uploaded a new file with them correctly placed.
xraine69
June 20th, 2010, 03:59 PM
One critique tho, could you mark the battlements in you build instructions???
Sorry, I had attached them to the wrong side of the hex making them difficult to see. I have uploaded a new file with them correctly placed.
:thumbsup:
Demerean
June 20th, 2010, 05:05 PM
I really enjoy your maps. We have played on a few of them and will continue to try them.
Tagawa
July 30th, 2010, 12:40 PM
All of your maps are great! I have a question though. How do you get the name on all of your maps?
Dignan
July 30th, 2010, 02:35 PM
All of your maps are great! I have a question though. How do you get the name on all of your maps?
Thanks. I'm not sure I understand your question. Are you asking how I get the name of the map on each picture? Or on the PDF file? I use a photo editor to manipulate my virtualscape renderings and add the names on the images you see on the first page. For the PDF, you just have to edit the configurations in virtualscape.
Anyway, maybe that answered your question or maybe it didn't. :)
Dignan
August 7th, 2010, 07:53 PM
Update 8/7
Alright, another map that has taken me ages to finish off. This one is much more asymmetrical than anything else I've done. It's been really tough to get a handle on it and balance it properly, but I think I've taken it as far as I can right now. Some matchups are going to be highly imbalanced on this bad boy and that's just the way it is. But, I have had some really great and interesting matches on this map. The challenge it has given me when playing on it is very similar to the first split start zone maps I made.
The name comes from the race mentality that this map creates. The first few rounds seem brutal to the guy on height. Two wound glyphs are a real beat down. But there is a point in the middle of the match where the low ground forces either slow the attackers down enough to stall them out or the attackers bust through and break up control of the wound glyphs.
Map: Tipping point (http://www.heroscapers.com/community/downloads.php?do=file&id=2585)
Date Uploaded: 8/7/10
Requires: 1 RotV, 2 TT - normal snow, normal ice.
http://www.heroscapers.com/community/../downloads//tippingpoint_a4B.jpg
Killer Lawnmower
August 7th, 2010, 08:43 PM
Wow!!! Real nice Dignan. Wish I had another TT.
rym
August 7th, 2010, 10:37 PM
Hey Dignan, I noticed that on level 1 of Tipping Point, near the 6-hex glacier, there is an empty space that, I assume anyway, should be a snow hex?
If so, then that makes the total number of single-hex snow tiles 25. Maybe it's supposed to be a water tile?
arp12
August 7th, 2010, 11:21 PM
It looks to me like it was supposed to be an empty space.
Dignan
August 7th, 2010, 11:21 PM
Hey Dignan, I noticed that on level 1 of Tipping Point, near the 6-hex glacier, there is an empty space that, I assume anyway, should be a snow hex?
If so, then that makes the total number of single-hex snow tiles 25. Maybe it's supposed to be a water tile?
It might be a grass hex. I noticed my virtual scape file said I had one grass hex left. I'll double check the build. I went through so many revisions on this that I might not have completely kept the virtualscape file correct.
Sujoah
August 7th, 2010, 11:46 PM
Hey Dignan, I noticed that on level 1 of Tipping Point, near the 6-hex glacier, there is an empty space that, I assume anyway, should be a snow hex?
If so, then that makes the total number of single-hex snow tiles 25. Maybe it's supposed to be a water tile?
It might be a grass hex. I noticed my virtual scape file said I had one grass hex left. I'll double check the build. I went through so many revisions on this that I might not have completely kept the virtualscape file correct.
I only counted 41 ice tiles. So it could be that also, considering that it would make more sense for an ice tile to be near snow and a glacier than a grass tile.
And before you click the download button on the page for it, it says that it requires only 1 TT.
Dignan
August 8th, 2010, 08:17 AM
Hey Dignan, I noticed that on level 1 of Tipping Point, near the 6-hex glacier, there is an empty space that, I assume anyway, should be a snow hex?
If so, then that makes the total number of single-hex snow tiles 25. Maybe it's supposed to be a water tile?
It might be a grass hex. I noticed my virtual scape file said I had one grass hex left. I'll double check the build. I went through so many revisions on this that I might not have completely kept the virtualscape file correct.
I only counted 41 ice tiles. So it could be that also, considering that it would make more sense for an ice tile to be near snow and a glacier than a grass tile.
And before you click the download button on the page for it, it says that it requires only 1 TT.
Alright, I think I got it all cleared up. I uploaded a new file with that space filled in. Also, thanks for the catch on the download page, I changed that also.
CheddarLimbo
August 8th, 2010, 09:51 AM
Hey Dignan, I noticed that on level 1 of Tipping Point, near the 6-hex glacier, there is an empty space that, I assume anyway, should be a snow hex?
If so, then that makes the total number of single-hex snow tiles 25. Maybe it's supposed to be a water tile?
It might be a grass hex. I noticed my virtual scape file said I had one grass hex left. I'll double check the build. I went through so many revisions on this that I might not have completely kept the virtualscape file correct.
I only counted 41 ice tiles. So it could be that also, considering that it would make more sense for an ice tile to be near snow and a glacier than a grass tile.
And before you click the download button on the page for it, it says that it requires only 1 TT.
Alright, I think I got it all cleared up. I uploaded a new file with that space filled in. Also, thanks for the catch on the download page, I changed that also.
It's a pretty slapdash operation you're running here, Dignan. I wish you'd get your act together... :)
I really like Tipping Point. I only have the one Tundra set, but I'm going to try to set it up with some other LOS blockers and see how it works out. I think it's important that the community find ways to embrace asymetrical maps in a tourney setting. There is more to balancing a map than just counting the number of spaces to get to the nearest glyph, and this seems to be a great lesson in that thinking. Nice work!
dok
August 10th, 2010, 07:29 PM
Since half the maps in the GenCon pool were yours, Dignan, I'm going to dump a pile of unsolicited and probably unwanted commentary here.
Fulcrum - I heard "my favorite map at Gencon" more than once. There's a set of people who like no-glyph maps in general, I think. I like glyphs when the map is designed to use them, but this one isn't and doesn't need it. I hate playing zombies on this map, but other than that I can't complain.
I probably tested on this map more than any other since it played fairly quickly and allowed me to get a lot of repeatability (no glyphs), and then, of course, it ended up being the only map out of the ten that I never got assigned to.
Just Passing Through - Some people, myself included, really like the first round early maneuver before the battle gets going. A map like JPT basically replaces much of that with initial army placement. That said, the map really does play fine. It's fair to range and melee, and it makes for quick and dynamic games. The asymmetries are small enough that I didn't bother to dice off when I sat down on the side I like less. It's a good map.
Jotun's Gap - I like almost everything about this map. The choice of paths, the dynamic between high and low ground, and the placement of the ruins and rock outcrops are all excellent. Most people seemed to enjoy playing on it. I have one complaint, though - double spacers can't land on the glyphs. Some armies rely on double-spacers to take and hold glyphs, and a powerful glyph on this map can be unfair to those builds. Jerks like me already have an advantage with our single-spaced glyph grabbers; we don't need any more help.
Fissure - Some people think this map gets clogged up too easily; I don't see it that way. I think it's natural to expect it to play that way when looking at it at first, but there's actually a bunch of different ways around the map. Of course, I clogged the heck out of it with 16 rats on day 2, but that's not the map's fault. I did sometimes find it frustrating to work figures across from one side of the fissure to the other, but that's intentional, I think.
The only thing that bugs me about this map is that I think it gives an advantage to the ruin side when it comes to massing their figures forward. The ruins don't take any spaces away, but the glaciers do. If I play on the ruin side, I have about 50% more level 2 hexes on my side of the map where I can stockpile my figures before moving forward, including some that are in the shadow of the ruin and are harder to hit from range than any spaces on the glacier side. It's not a huge difference, but it's big enough that I would have diced off for side if any of my opponents had wanted the ruin side.
I think it would be better to have one side of the fissure have both ruins and the other to have both glaciers, so that each player has one ruin and one glacier on their end of the map.
Warden - I heard "least favorite map in the pool" a few times. The elevated startzones are actually not that bad. The thing that bugs me is the central platform. You sort of live and die on this map based on what happens there, and when one side gets a hold of it it can be extremely difficult to break their momentum. Given the obvious value of that spot, I don't feel that Wannok is necessary to drive action in that direction. Also, the different approaches to the central platform that are enabled by the ruin really shift the dynamic. If the long ruin was on my left in stead of my right in the finals, I would have had a much harder time blocking off the front of the platform, and I also would have had a harder time repositioning Q9 when he had three wounds. Given how important the platform is, having asymmetries in how easy it is to access and hold is a significant flaw, IMO. Finally, like in "Jotun's gap", double-spaced figures cannot land on the glyphs on the sides of the map.
One thing I will say for this map is that it has great aesthetics. And other than the ruins, the asymmetries really don't feel at all unfair to either side.
Dignan
August 11th, 2010, 08:46 AM
Since half the maps in the GenCon pool were yours, Dignan, I'm going to dump a pile of unsolicited and probably unwanted commentary here.
Any feedback, especially well thought out feedback, is always welcome. The only way I improve as a map maker is by hearing more viewpoints about my maps.
Fulcrum - I heard "my favorite map at Gencon" more than once. There's a set of people who like no-glyph maps in general, I think. I like glyphs when the map is designed to use them, but this one isn't and doesn't need it. I hate playing zombies on this map, but other than that I can't complain.
I probably tested on this map more than any other since it played fairly quickly and allowed me to get a lot of repeatability (no glyphs), and then, of course, it ended up being the only map out of the ten that I never got assigned to.
It's interesting that people really liked this one (or considered it their favorite map at GenCon). I'm not sure if that means they felt the other maps were really bad or if they just really liked this one. I understand how many people probably enjoy the simplicity of the map and the exclusion of glyphs. It's very rare that I put up a map with no glyphs, but this one simply has no room for one. Despite that, I think it does have some interesting gameplay with it.
Just Passing Through - Some people, myself included, really like the first round early maneuver before the battle gets going. A map like JPT basically replaces much of that with initial army placement. That said, the map really does play fine. It's fair to range and melee, and it makes for quick and dynamic games. The asymmetries are small enough that I didn't bother to dice off when I sat down on the side I like less. It's a good map.
Yeah, I understand how some people like to have a round or so of maneuvering before the action really picks up. Certain army builds have certain spatial aspects that they like to maintain and the proper deployment of forces is important to their effectiveness.
Personally, I think that this is part of the reason we have stagnation in competitive builds. People expect to sit down at a map and have X amount of time before they fighting really begins. Ideally, IMO, a tournament would feature some maps with the opposing forces farther apart and some with them closer together. That way you force has to be able to adapt to the changing circumstances.
Just Passing Through is a map I've grown to like more and more. It changes the you play some armies. Heck, I lost the NHSD championship to DrL last year on this map because I kept playing my army the way I had all day. It cost me because I wasted two order markers trying to deploy when I really needed to be moving my strike force and getting stronger attacks in.
But, to each his own.
Jotun's Gap - I like almost everything about this map. The choice of paths, the dynamic between high and low ground, and the placement of the ruins and rock outcrops are all excellent. Most people seemed to enjoy playing on it. I have one complaint, though - double spacers can't land on the glyphs. Some armies rely on double-spacers to take and hold glyphs, and a powerful glyph on this map can be unfair to those builds. Jerks like me already have an advantage with our single-spaced glyph grabbers; we don't need any more help.
Yep, I fully meant to fix that hex issue. But, it got selected for GenCon and I didn't want to make changes that might affect people's strategies. Now, it's stuck in the que for BOV and I'll refrain from changing it until it's out. I'll probably forget about it and then it will never get fixed. :)
Fissure - Some people think this map gets clogged up too easily; I don't see it that way. I think it's natural to expect it to play that way when looking at it at first, but there's actually a bunch of different ways around the map. Of course, I clogged the heck out of it with 16 rats on day 2, but that's not the map's fault. I did sometimes find it frustrating to work figures across from one side of the fissure to the other, but that's intentional, I think.
The only thing that bugs me about this map is that I think it gives an advantage to the ruin side when it comes to massing their figures forward. The ruins don't take any spaces away, but the glaciers do. If I play on the ruin side, I have about 50% more level 2 hexes on my side of the map where I can stockpile my figures before moving forward, including some that are in the shadow of the ruin and are harder to hit from range than any spaces on the glacier side. It's not a huge difference, but it's big enough that I would have diced off for side if any of my opponents had wanted the ruin side.
I think it would be better to have one side of the fissure have both ruins and the other to have both glaciers, so that each player has one ruin and one glacier on their end of the map.
Yeah, we had this map in our pool for NHSD last year and I noticed a few imbalances with the design. The ruin side definitely does have the better side. I'm not sure if there were any games on it that were close enough for the map to be the deciding factor, but I should probably tweak it a bit if we ever use it again.
Warden - I heard "least favorite map in the pool" a few times. The elevated startzones are actually not that bad. The thing that bugs me is the central platform. You sort of live and die on this map based on what happens there, and when one side gets a hold of it it can be extremely difficult to break their momentum. Given the obvious value of that spot, I don't feel that Wannok is necessary to drive action in that direction. Also, the different approaches to the central platform that are enabled by the ruin really shift the dynamic. If the long ruin was on my left in stead of my right in the finals, I would have had a much harder time blocking off the front of the platform, and I also would have had a harder time repositioning Q9 when he had three wounds. Given how important the platform is, having asymmetries in how easy it is to access and hold is a significant flaw, IMO. Finally, like in "Jotun's gap", double-spaced figures cannot land on the glyphs on the sides of the map.
One thing I will say for this map is that it has great aesthetics. And other than the ruins, the asymmetries really don't feel at all unfair to either side.
Warden is a map that never played like I envisioned it would. But that's just the way it goes. I designed much of it around a certain look that I was going for and the gameplay elements probably aren't as strong as some of my other maps.
Thanks for all the comments. It reminds me that I should go back to some of these maps and clean them up a little bit.
dok
August 11th, 2010, 04:44 PM
Thanks for the commentary on my commentary. I agree that having a JPT-esqe map in a pool is not such a bad thing.Jotun's Gap - I like almost everything about this map. The choice of paths, the dynamic between high and low ground, and the placement of the ruins and rock outcrops are all excellent. Most people seemed to enjoy playing on it. I have one complaint, though - double spacers can't land on the glyphs. Some armies rely on double-spacers to take and hold glyphs, and a powerful glyph on this map can be unfair to those builds. Jerks like me already have an advantage with our single-spaced glyph grabbers; we don't need any more help.
Yep, I fully meant to fix that hex issue. But, it got selected for GenCon and I didn't want to make changes that might affect people's strategies. Now, it's stuck in the que for BOV and I'll refrain from changing it until it's out. I'll probably forget about it and then it will never get fixed. :)I don't think the BoV judges, curmudgeons though they are, would get too bent out of shape if you submit a slightly edited version. Yeah, it resets the process, but it would be better to fix the flaw rather than have a slightly imperfect version get inducted.
Dignan
August 15th, 2010, 02:31 PM
Update 8/15
Another one of my typical small footprint maps, this time using the RttFF and the VW set. This is some of my favorite terrain and makes for some real quick games. Not much to say about this one, it's just a down and dirty little map. Have fun.
Map: Trailblazer (http://www.heroscapers.com/community/downloads.php?do=file&id=2594)
Date Uploaded: 8/15
Requires: 1 RotV, 1 RttFF, 1 VW.
http://www.heroscapers.com/community/../downloads//trailblazer_Wo9.jpg
Killer Lawnmower
August 15th, 2010, 02:51 PM
Looks great Dignan.
Freezie
August 16th, 2010, 01:17 AM
If only I had lava! Looks great Dignan
kolakoski
August 16th, 2010, 08:00 AM
Great maps! Why is there water behind the start zones in No Man's Land?
Dignan
August 16th, 2010, 08:38 AM
Great maps! Why is there water behind the start zones in No Man's Land?
The water is placed there to let the player know that those hexes are not part of the start zone. I just wanted to avoid confusion about which grass hexes could be used for the starting spaces.
Fedex worker
August 16th, 2010, 10:06 AM
Your maps are all really good! :thumbsup:
I'll have to say No Man's Land is my favorite, the theme is really cool, the map looks cool, and when I played on it it played well.
rednax
August 16th, 2010, 11:19 AM
Great job on Trailblazer.* I'll have to try that one out sometime.
I suppose I might as well give a little feedback about the Gencon maps. Nothing to in depth, though.
Fulcrum: This was by far my favorite map. I played on this one several times, and found no problem with gameplay.
Just Passing Through: Pretty decent map. Only played on this one a couple times. No complaints really.
Fissure: Easily my second favorite map, I love all the LoS blockers and Heavy Snow, as well the Move glyph in the middle. I do agree with Dok about maybe switching a Glacier and a Ruin to try to give each side more room.
Warden: Only played on this one once. Again no major complaints. Other than the slightly wobbly ruins, there was nothing wrong with the map at all.
Jotun's Gap: Never played on.
*After your post in the Heroscape Game Room thread, I was expecting a new lava map shortly. :D
~Rednax
Killer Lawnmower
August 16th, 2010, 11:22 AM
In No Man's Land, it says 1 TJ, but I think I see 9 Jungle Brushes. That would be 2TJ. Maybe I'm seeing things.
Frylock
August 16th, 2010, 11:40 AM
Each TJ comes with 6 brushes and three trees.
Anyways, awesome map!
Killer Lawnmower
August 16th, 2010, 11:52 AM
Each TJ comes with 6 brushes and three trees.
Anyways, awesome map!
Yes but I see 3 Trees and 9 Bushes.
S1R_ART0R1US
August 16th, 2010, 12:13 PM
I see 3 trees and 8 bushes. Occasionally I just look at all the maps in the first post, and it seems pretty apparent that TT is Dignan's favorite expansion. What I also notice is that many of Dignan's maps have split starting zones that are geographically isolated from each other by water or some other terrain feature and that he likes using BftU as low ground when combined with RotV. Dignan, you have some of the most unique maps around and they definitely have their own style.
Dignan
August 16th, 2010, 06:07 PM
In No Man's Land, it says 1 TJ, but I think I see 9 Jungle Brushes. That would be 2TJ. Maybe I'm seeing things.
Bah! Yeah, it looks like that's a mistake. The map does require 2 Jungle Sets. Sorry for the confusion.
Fulcrum: This was by far my favorite map. I played on this one several times, and found no problem with gameplay.
Just Passing Through: Pretty decent map. Only played on this one a couple times. No complaints really.
Fissure: Easily my second favorite map, I love all the LoS blockers and Heavy Snow, as well the Move glyph in the middle. I do agree with Dok about maybe switching a Glacier and a Ruin to try to give each side more room.
Warden: Only played on this one once. Again no major complaints. Other than the slightly wobbly ruins, there was nothing wrong with the map at all.
Jotun's Gap: Never played on.
Thanks for all the feedback. I've been hearing a lot of positive buzz about Fulcrum after GenCon. I think it's a map that surprises people. It's very basic and doesn't really look like much, but seem to really enjoy the way it plays. I'm really glad to hear it.
I think you and dok have brought up a good point and I'll probably look into revising the build for Fissure here in the near future.
I'll have to say No Man's Land is my favorite, the theme is really cool, the map looks cool, and when I played on it it played well.
Yeah, No Man's Land is a map that we've had a lot of fun on when we want to mix things up. You can have some really interesting matches on there and really thematic battles.
Occasionally I just look at all the maps in the first post, and it seems pretty apparent that TT is Dignan's favorite expansion. What I also notice is that many of Dignan's maps have split starting zones that are geographically isolated from each other by water or some other terrain feature and that he likes using BftU as low ground when combined with RotV. Dignan, you have some of the most unique maps around and they definitely have their own style.
Yep, guilty as charged. I definitely love the tundra set. From the moment I got it, I've been hooked on using it in maps. I think the best looking maps out there have either Tundra or RttFF (or both).
As for my style, many of my maps tend to have similarities. You've picked up on a few of my typical aspects. I try to mix it up every now and again, but it's tough to shake. My next map will break from my style a little bit and has been pretty interesting in testing.
rednax
August 16th, 2010, 07:12 PM
Fulcrum is also a map I use to teach new players. It's already pretty tough remembering general rules and the powers ofeach army. To have to remember all that plus extra terrain rules.
Fulcrum is great because the strategy is simple. Stay be Jungle. Grab height.
There are no terrain rules besides Jungle and Water, which all relatively simple. There's no worrying over glyphs or which path to take. No question of which height to go to (lava can make this confusing).
Probably one of my favorite maps ever.
~Rednax
Nadi
August 17th, 2010, 07:00 AM
Man, I love your maps. You are definitely one of the greatest map makers here. Your maps always looks so visually stunning!
Dignan
August 17th, 2010, 08:29 AM
Man, I love your maps. You are definitely one of the greatest map makers here. Your maps always looks so visually stunning!
Thanks, Nadi. I always try and make my maps visually appealing along with solid gameplay elements.
Chardar
August 20th, 2010, 03:29 PM
I played a few games on Riposte today. I just wanted to say that it is a great map that remains well balanced while using the split start zones. Something that I've always been a fan of. I can post a battle report if you'd like, but I don't want to spam your thread.
Dignan
August 20th, 2010, 05:01 PM
I played a few games on Riposte today. I just wanted to say that it is a great map that remains well balanced while using the split start zones. Something that I've always been a fan of. I can post a battle report if you'd like, but I don't want to spam your thread.
Thanks, I'm glad to hear that the map worked out well for you. Feel free to post any commentary about the map here or discuss things that happened in your games. However, a full fledged battle report would probably be more fitting in the battle reports section of the forum.
Dignan
August 22nd, 2010, 11:50 AM
Update 8/22
Just another map I've been working on for a little bit. I wanted to get away from my typical small footprint maps and open things up a bit. I also wanted to combine some shadow tiles with jungle terrain. In the end, I generated this odd slim map that has some interesting play to it. Enjoy.
Map: In the Shadow of the Hive (http://www.heroscapers.com/community/downloads.php?do=file&id=2648)
Date Uploaded: 8/22/10
Requires: 1 SotM, 1 BftU, 1 TJ
http://www.heroscapers.com/community/../downloads//shadowofthehive_nP3.jpg
yamissflash
August 22nd, 2010, 12:45 PM
Just another great map Dignan! I like how you have the glyphs off to the side to draw action all over the map, as well as some jungle for melee in the middle!
rym
August 22nd, 2010, 01:14 PM
In The Shadow Of The Hive is a fun map to play on, and in the games I've played on it, every section of the map saw some action.
Oh, and by the way, 8-move minions are a real bee-yotch to take down on this bad boy. (Curses to you podwest!) :razz:
Killer Lawnmower
August 22nd, 2010, 02:06 PM
Looks great Dignan!!
xraine69
August 22nd, 2010, 02:49 PM
Getting ready to set this one up. Have to work the next couple of days and my son is at his mom's till school starts this week, but we will get some games on it. I may just use it for my FLGS gameday this week. Another great looking map Dignan.
Dignan
August 29th, 2010, 06:33 PM
Update 8/29
Another week, another map. I've been working pretty hard on new maps in preparation for NHSD. This one is a bit wasteful. I really just wanted the trees and ended up using three road sets to get the look I was going for. In the end, I just used the road hexes from one set. So, I designed another map (which I'll upload shortly) that uses the left over hexes without the trees to be a "companion map" to this one. Anyway, enjoy.
Map: Treeline (http://www.heroscapers.com/community/downloads.php?do=file&id=2681)
Date Uploaded: 8/29/10
Requires: 1 RotV, 3 RttFF
http://www.heroscapers.com/community/../downloads//treeline_FwT.jpg
Killer Lawnmower
August 29th, 2010, 06:55 PM
Very nice!!!
Dignan
August 29th, 2010, 07:20 PM
Very nice!!!
Thank you, sir.
<tips hat>
:D
nyys
August 29th, 2010, 08:58 PM
Very much like the forest feel this one gives.
rednax
August 29th, 2010, 08:58 PM
I missed so many maps while I was gone. Great maps as usual.
~Rednax
Freezie
August 29th, 2010, 10:11 PM
Played some games on In the Shadow of the Hive a couple days ago. Gameplay is excellent, i love the double bonus hexes. I also love how you are forced to split some of your forces, some to the move glyph, a bunch crossing the river to the easy access height, and some down beside the hive, taking advantage of the extra defence while trying to take down your opponents guys on height. The only problem I have with this map is the visual component. I like the Swarm/BftU effect (Panopticon's maps use this combo quite a bit) but I don't really like the looks of this one. I don't know what it is about this one but it just seems a little off. Gameplay is excellent though and to me that's what really matters, so I wasn't too concerned while I was actually playing on it. i've got Breach set up right now so I'll let you know what I think of that one in a couple weeks.
Dignan
August 30th, 2010, 08:37 AM
Played some games on In the Shadow of the Hive a couple days ago. Gameplay is excellent, i love the double bonus hexes. I also love how you are forced to split some of your forces, some to the move glyph, a bunch crossing the river to the easy access height, and some down beside the hive, taking advantage of the extra defence while trying to take down your opponents guys on height. The only problem I have with this map is the visual component. I like the Swarm/BftU effect (Panopticon's maps use this combo quite a bit) but I don't really like the looks of this one. I don't know what it is about this one but it just seems a little off. Gameplay is excellent though and to me that's what really matters, so I wasn't too concerned while I was actually playing on it. i've got Breach set up right now so I'll let you know what I think of that one in a couple weeks.
Thanks for the feedback. I tried to give players a reason to go to all the areas of the map, considering how large it was. I will admit that it isn't a beauty queen :D. Glad to hear you enjoyed it.
Be sure to let me know how Breach goes for you.
And yes, the KMA are pretty rough on ItSotH. With all that real estate to work with, they are just plain nasty.
S1R_ART0R1US
August 31st, 2010, 07:34 PM
Played on Tipping Point Saturday and I must say I really liked it. Even though it seems imbalanced because of the height difference, once your army starts moving the terrain really levels out. I'd like to play it again without PKs on the high ground and without Marcu though (Both my opponent and I drafted Marcu and we rolled to see who would take the high ground).
Dignan
August 31st, 2010, 08:19 PM
Played on Tipping Point Saturday and I must say I really liked it. Even though it seems imbalanced because of the height difference, once your army starts moving the terrain really levels out. I'd like to play it again without PKs on the high ground and without Marcu though (Both my opponent and I drafted Marcu and we rolled to see who would take the high ground).
Yeah, Marcu tends to have a drastic effect on the way this map is balanced. The wound glyphs are much less of a threat when you can basically ignore 6 wounds to start.
Flyers also have an interesting effect on the map. They are able to avoid many of the disadvantages the terrain puts before walkers. "Traditional" armies on this map seem to result in the more interesting and fun games. They are the ones that end up playing more differently than you are used to.
Anyway, let me know how any future games go. Thanks for the feedback.
UranusPChicago
August 31st, 2010, 11:13 PM
I don't where to start... :lol:
I love the way your maps make want to take in the map as a whole, but then I find my eyes immediately looking for ways to "solve" all the intricacies that you throw in.
I don't like looking at a map and thinking "boardgame". Your maps push that thought far from my mind. Well done.
I am curious if you have thought a building a much larger map just for the sheer fun of it; incorporating all environments. Some of my most fun maps were "landscapes" of sorts. Balance was never a thought, just building to stand back and say "Wow".
That being said, don't stop what you are doing. You are very talented with your map making skills. Now if I could just make a dadgum "Heroscape Day" and enjoy one of your maps in a tournament...
Dignan
September 1st, 2010, 08:43 AM
I don't where to start... :lol:
I love the way your maps make want to take in the map as a whole, but then I find my eyes immediately looking for ways to "solve" all the intricacies that you throw in.
I don't like looking at a map and thinking "boardgame". Your maps push that thought far from my mind. Well done.
I am curious if you have thought a building a much larger map just for the sheer fun of it; incorporating all environments. Some of my most fun maps were "landscapes" of sorts. Balance was never a thought, just building to stand back and say "Wow".
That being said, don't stop what you are doing. You are very talented with your map making skills. Now if I could just make a dadgum "Heroscape Day" and enjoy one of your maps in a tournament...
Thanks UPC, that's high praise coming from you (I'm always a big fan of your maps). As far as making large maps, I've created a few. Every once in awhile I'll have a "game day" and make an epic map for the event. I've map a couple that cover two banquet tables and they've been a blast to look at and play on.
However, the time involved in setting up those maps is prohibitive and I rarely get around to it that much. It's a lot easier to make these smaller maps to game on.
Hopefully you'll be able to join us one of these days for a tournament out here. It'd be great to have you around and game with you.
Dignan
September 12th, 2010, 12:05 PM
Update 9/12
Alright, here's the map that is the compliment to Treeline. Lateral uses the left over road hexes from that one, so between the two maps you are only using 4 expansions (which is a little more reasonable). This should be played with treasure glyphs.
The location of the glyphs intentionally restricts double spaced figures from gaining access to them. I feel that the single spaced heroes are the figures that generally need the boost of the treasure glyph. Several of the double spaced heroes are powerhouses in the tournament scene and I'd hate to see them get anymore powerful. I realize that I screw over a couple of double based figures that could use the boost, but hopefully the pros outweigh the cons.
Map: Lateral (http://www.heroscapers.com/community/downloads.php?do=file&id=2711)
Date Uploaded: 9/12/10
Requires: 1 RotV, 1 TJ, 2 RttFF (road hexes only)
note: the glyphs of Brandar are Treasure Glyphs.
http://www.heroscapers.com/community/../downloads//lateral_69A.jpg
Killer Lawnmower
September 12th, 2010, 12:09 PM
Looks great!! Looks fun to play on...
LordEsenwienIV
September 12th, 2010, 12:10 PM
Awesome!!!!
Killometer
September 13th, 2010, 08:21 PM
Lateral is a great looking map. I'm excited to try it out and see how much action occurs along the length of the road compared to how often players opt to just charge to the height or across the map towards the other start zone.
Fen_Hydra
September 14th, 2010, 06:16 PM
The map looks awesome and fun to play on! :thumbsup:
Lateral is a great looking map. I'm excited to try it out and see how much action occurs along the length of the road compared to how often players opt to just charge to the height or across the map towards the other start zone.
I'd say it would be a rush to the hills, because the curvy road doesn't have height and is extremely curvy, and doesn't allow for direct travel. There might be some traffic there, because of the treasure glyphs. I would assume about 50-50, with some going for the treasure glyphs and others going for height.
Dignan
September 14th, 2010, 06:30 PM
Lateral is a great looking map. I'm excited to try it out and see how much action occurs along the length of the road compared to how often players opt to just charge to the height or across the map towards the other start zone.
The movement on this map is interesting. The road sees limited use compared to how often it gets used on a typical map. Usually it gets used to sling shot troops around the ruins to the center. The hills see action, but they tend to be difficult to hold as they are quickly engaged from the road.
The middle sees the lion's share of the action. Overall, I think the map has some unique and fun gameplay. Let me know how games go.
Kaemon Awasome
September 14th, 2010, 11:30 PM
Update 9/12
The location of the glyphs intentionally restricts double spaced figures from gaining access to them. I feel that the single spaced heroes are the figures that generally need the boost of the treasure glyph. Several of the double spaced heroes are powerhouses in the tournament scene and I'd hate to see them get anymore powerful. I realize that I screw over a couple of double based figures that could use the boost, but hopefully the pros outweigh the cons.
This is the exact reasoning I had for Aquilla's Spring glyphs being set up the way it was. (I would have loved the feedback from that map as I tested it several times with varying melee builds. Rats were the one major problem, which is a huge problem, I realize.)
Anyway, I really like the look of this map. It makes me want to set it up and play right now. This is one of those examples of terrain being used for effect more than usefulness (the road tiles), which is underrated in my opinion. Just because a tile has a certain effect or bonus, doesn't mean it has to be placed for that effect or bonus, it just has to be kept in mind, which is why I had no problem with the extra jungle pieces on Mad_Wookie's Quasautch Playground.
Great map! And way to be resourceful!
Killer Lawnmower
September 19th, 2010, 09:18 AM
I wanted to let you know I downloaded and built Overgrown. So far I've played one game on it(without) glyphs and it was pretty fun. I was testing out a tourny army(thats why I didnt use glyphs). Even without them the whole map was used, so...Great Job!!!
Dignan
September 19th, 2010, 11:05 AM
I wanted to let you know I downloaded and built Overgrown. So far I've played one game on it(without) glyphs and it was pretty fun. I was testing out a tourny army(thats why I didnt use glyphs). Even without them the whole map was used, so...Great Job!!!
Thanks. Glad to hear that the whole map got used. Overgrown is a pretty tight map that tends to clog up in the middle and force extra movement around to the sides.
Shockma Ranyk
September 19th, 2010, 03:54 PM
Hey Dignan, I'm building Riposte, Schwerpunkt, Sentinel, and Ignition (Ignition won't be built until I get my third RotV) for a small tourney. I usually remove the ruins from any battlefield with them, but I can see why Schwerpunkt needs one. Does removing the ruins from Riposte and Ignition affect gameplay too much? I think Riposte without ruins would be a shooting gallery, but the landscape is just wide enough to force most range to move up to hit the opposing starting zone. Ignition without ruins could be a little more chaotic, with range blasting away across the small square. If you have ever played them without ruins, I would love to hear what happened. All your maps are great by the way.
Dignan
September 19th, 2010, 03:58 PM
Hey Dignan, I'm building Riposte, Schwerpunkt, Sentinel, and Ignition (Ignition won't be built until I get my third RotV) for a small tourney. I usually remove the ruins from any battlefield with them, but I can see why Schwerpunkt needs one. Does removing the ruins from Riposte and Ignition affect gameplay too much? I think Riposte without ruins would be a shooting gallery, but the landscape is just wide enough to force most range to move up to hit the opposing starting zone. Ignition without ruins could be a little more chaotic, with range blasting away across the small square. If you have ever played them without ruins, I would love to hear what happened. All your maps are great by the way.
I think that removing the ruins from those two maps really opens things up too much. Riposte would really be wide open. Ignition might not be as bad, but I think that both would favor range by a great deal without the ruins.
Shockma Ranyk
September 19th, 2010, 04:14 PM
Hey Dignan, I'm building Riposte, Schwerpunkt, Sentinel, and Ignition (Ignition won't be built until I get my third RotV) for a small tourney. I usually remove the ruins from any battlefield with them, but I can see why Schwerpunkt needs one. Does removing the ruins from Riposte and Ignition affect gameplay too much? I think Riposte without ruins would be a shooting gallery, but the landscape is just wide enough to force most range to move up to hit the opposing starting zone. Ignition without ruins could be a little more chaotic, with range blasting away across the small square. If you have ever played them without ruins, I would love to hear what happened. All your maps are great by the way.
I think that removing the ruins from those two maps really opens things up too much. Riposte would really be wide open. Ignition might not be as bad, but I think that both would favor range by a great deal without the ruins.
That's what I predicted. Thanks for such a quick answer! :D
UtahScott
October 11th, 2010, 05:33 PM
Utah used the following for its Oct. 9, 2010 NHSD: (http://www.heroscapers.com/community/showthread.php?t=32055)
Riposte
Boiling Point
Jagged Causeway
Fulcrum
Thanks for the great material to work with!
Dignan
October 11th, 2010, 06:15 PM
Utah used the following for its Oct. 9, 2010 NHSD: (http://www.heroscapers.com/community/showthread.php?t=32055)
Riposte
Boiling Point
Jagged Causeway
Fulcrum
Thanks for the great material to work with!
Cool! Thanks for letting me know. Hopefully they served your event well.
Killometer
October 20th, 2010, 12:36 PM
Cross-posted from the Bay Area Brawl (http://www.heroscapers.com/community/showthread.php?t=31879) (NorCal) NHSD '10 thread
Overgrown is a fantastic looking map. I first saw it in person at Wind Lanes last BAG day. Unfortunately that was the day that I wasn't able to stick around and play any Scape, so the tourney was the first time I got to actually play it. My match up was
Killometer
Q9
Stingers x3
Raelin I
Marcu
Carnival Man
Braxas
GSWs x3
Blue Wyrmlings x2
(for this event everyone brought an army, then each round everyone randomly drew one of the provided armies)
I won initiative and moved Q9 (who I started on the two level-2 road tiles) to the leading edge of my elevated road, and it was pretty much all over from there. If CM tried to rush me with his GSWs, I had a height advantage, and I locked down the entire intersection, making CM risk a leaving engagement strike (which he did, and I blanked), or forcing him to take the long way round to try to attack Raelin (which he also did, but that took him out of range of his Lazardking). Q9 even had the range to hit the opposing start zone from there, so I was able to snipe CMs leading GSW on OM 1. I hopped Raelin up behind Q9 with OM 2, then kept eveything else on Q9 until Braxas swung around the outside of the map into the threat range of my Stingers. The glyphs were Kelda and (I think) Initiative, but neither ever came into play.
Pics showing where I parked Q9:
http://i844.photobucket.com/albums/ab1/HSKillometer/overgrown_XSP.jpg?t=1287591740
Purple is where I started Q9, red is where I parked him for the entire game
http://i158.photobucket.com/albums/t83/CatchCharyou/Heroscape/DSC00348.jpg
tl:dr, gorgeous map, terrible match-up
Dignan
October 20th, 2010, 01:14 PM
Cross-posted from the Bay Area Brawl (http://www.heroscapers.com/community/showthread.php?t=31879) (NorCal) NHSD '10 thread
Overgrown is a fantastic looking map. I first saw it in person at Wind Lanes last BAG day. Unfortunately that was the day that I wasn't able to stick around and play any Scape, so the tourney was the first time I got to actually play it. My match up was
Killometer
Q9
Stingers x3
Raelin I
Marcu
Carnival Man
Braxas
GSWs x3
Blue Wyrmlings x2
(for this event everyone brought an army, then each round everyone randomly drew one of the provided armies)
I won initiative and moved Q9 (who I started on the two level-2 road tiles) to the leading edge of my elevated road, and it was pretty much all over from there. If CM tried to rush me with his GSWs, I had a height advantage, and I locked down the entire intersection, making CM risk a leaving engagement strike (which he did, and I blanked), or forcing him to take the long way round to try to attack Raelin (which he also did, but that took him out of range of his Lazardking). Q9 even had the range to hit the opposing start zone from there, so I was able to snipe CMs leading GSW on OM 1. I hopped Raelin up behind Q9 with OM 2, then kept eveything else on Q9 until Braxas swung around the outside of the map into the threat range of my Stingers. The glyphs were Kelda and (I think) Initiative, but neither ever came into play.
Pics showing where I parked Q9:
http://i844.photobucket.com/albums/ab1/HSKillometer/overgrown_XSP.jpg?t=1287591740
Purple is where I started Q9, red is where I parked him for the entire game
http://i158.photobucket.com/albums/t83/CatchCharyou/Heroscape/DSC00348.jpg
tl:dr, gorgeous map, terrible match-up
Yeah, I could see that being a rough matchup. The map doesn't help the situation by allowing Q9 to get to that spot right away. I've always been annoyed that Q9 gets jungle cover, but what are you going to do?
Thanks for the feedback. That's a situation I'll keep in mind for future maps.
stubobj
October 23rd, 2010, 04:15 PM
Just wanted to let you know Jagged Causeway is being used for the Nebraska Skirmish. Ive been playing on this for the past couple months now. I really like how the games have played out. I did notice one side has just a slight advantage getting to glyphs over the other. I dont believe it to be too much of an advantage though. Range has had a pretty difficult time on this map. The LOS blockers do an awesome job and road leads to almost all the high ground. I'll have more feedback for you after the Skirmish but so far this map has really impressed me.
Dignan
October 23rd, 2010, 04:19 PM
Just wanted to let you know Jagged Causeway is being used for the Nebraska Skirmish. Ive been playing on this for the past couple months now. I really like how the games have played out. I did notice one side has just a slight advantage getting to glyphs over the other. I dont believe it to be too much of an advantage though. Range has had a pretty difficult time on this map. The LOS blockers do an awesome job and road leads to almost all the high ground. I'll have more feedback for you after the Skirmish but so far this map has really impressed me.
Thanks for the feedback. With the map being slightly asymmetrical, there is a slight advantage to a given side based on army makeup, etc. I tried to make it as even as possible while avoiding complete symmetry. Hopefully it plays out well at your event. Let me know how it goes.
Dignan
October 23rd, 2010, 10:17 PM
FYI, I finally got around to fixing Jotun's Gap. The new PDF is uploaded and double based figures can now reach the glyphs.
Shockma Ranyk
October 23rd, 2010, 10:27 PM
Just wanted to let you know Jagged Causeway is being used for the Nebraska Skirmish. Ive been playing on this for the past couple months now. I really like how the games have played out. I did notice one side has just a slight advantage getting to glyphs over the other. I dont believe it to be too much of an advantage though. Range has had a pretty difficult time on this map. The LOS blockers do an awesome job and road leads to almost all the high ground. I'll have more feedback for you after the Skirmish but so far this map has really impressed me.
Thanks for the feedback. With the map being slightly asymmetrical, there is a slight advantage to a given side based on army makeup, etc. I tried to make it as even as possible while avoiding complete symmetry. Hopefully it plays out well at your event. Let me know how it goes.
Also, 10th are really killer on it. :twisted:
Freezie
December 1st, 2010, 06:48 PM
Had the chance to play a couple games on Wendigo on the weekend and man that map is rough on non-flying double-spacers. My cousin was getting extremely frustrated as my elf wizards denied his Werewolf lord ajacency for pretty much the entire game leaving his wolves to be the only way of attacking. It's the road part on either side of the bridge that I had the issue with, as any figure can sit there blocking double-spacers from moving up. It's a beautiful map, but I found it too restictive. just my :2cents:
Dignan
December 1st, 2010, 07:07 PM
Had the chance to play a couple games on Wendigo on the weekend and man that map is rough on non-flying double-spacers. My cousin was getting extremely frustrated as my elf wizards denied his Werewolf lord ajacency for pretty much the entire game leaving his wolves to be the only way of attacking. It's the road part on either side of the bridge that I had the issue with, as any figure can sit there blocking double-spacers from moving up. It's a beautiful map, but I found it too restictive. just my :2cents:
Thanks for the feedback. Wendigo is really rough on double spaced figures. On my more recent projects, I've been trying to make a concerted effort to make more double based friendly maps. Hopefully I'll be more successful in the future.
Dignan
December 4th, 2010, 03:12 PM
Update 12/4
I finally got around to finishing this guy off. I've been working on him for some time. Being asymmetrical always slows things down a bit. I can't say that the map is totally balanced, but I've seen a fair share of wins from both sides. Like always, a certain matchup will have an advantage based on how two armies lineup, but that's tough to avoid.
Anyway, enjoy.
Map: Divide and Conquer (http://www.heroscapers.com/community/downloads.php?do=file&id=2936)
Date Uploaded: 12/4/10
Requires: 1 RotV, 1 TT, 2 RttFF.
Normal snow, normal ice
http://www.heroscapers.com/community/../downloads//divideandconquer_11T.jpg
Typhon2222
December 4th, 2010, 03:20 PM
Oooh, pretty. :)
Killer Lawnmower
December 4th, 2010, 04:32 PM
Looks great, but it looks like there's 25 start zone spaces...
Edit: I've played on Lateral. Its a sweet map. I also played on Fulcrum about a month ago at a tourny....Both cool maps...
Dignan
December 4th, 2010, 04:40 PM
Looks great, but it looks like there's 25 start zone spaces...
Gah! Dang it, looks like I missed a hex when I translated it to VS. Thanks for the catch. I've updated the PDF.
Edit: I've played on Lateral. Its a sweet map. I also played on Fulcrum about a month ago at a tourny....Both cool maps...
Thanks, man. Glad to hear you enjoyed the maps. :D
Fen_Hydra
December 4th, 2010, 06:19 PM
Great looking map!
I've played on a few of your maps recently, and so far I've found them all to be great. I probably have played the most on Fissure (1 Rotv, 1 TT), and it always is fair and fun to play on.
Arcus
December 27th, 2010, 03:57 PM
You make me sick! :lol: Great maps dude!
Dignan
December 27th, 2010, 07:04 PM
You make me sick! :lol: Great maps dude!
Thanks. Glad to hear you enjoy the maps.
Dignan
March 21st, 2011, 08:42 PM
Update 3/21
With both of my multiplayer tournaments in my rear view, I can get back to working on 1v1 maps. The first of this latest batch is call Turnstile. I wanted to go back to 1 RotV and 2 RttFF and create a map that plays differently than Flash Fire. I think this one plays significantly differently. Enjoy.
Map: Turnstile (http://www.heroscapers.com/community/downloads.php?do=file&id=3127)
Date Uploaded: 3/21/11
Requires: 1 RotV, 2 RttFF
http://www.heroscapers.com/community/../downloads//turnstile_TyZ.jpg
ZBeeblebrox
March 22nd, 2011, 01:05 PM
Another good looking map Dignan! Looks like fun.
I may use it tonight for some playtests of SoV and C3v units.
Killometer
March 22nd, 2011, 02:50 PM
Wow Dignan! You've rendered them speechless. :lol:
reported
Dignan
March 23rd, 2011, 08:40 AM
Another good looking map Dignan! Looks like fun.
I may use it tonight for some playtests of SoV and C3v units.
Thanks. I hope it works out well for your testing.
Wow Dignan! You've rendered them speechless. :lol:
reported
Yeah, either that or they're all quietly walking away from the thread :D
Kaemon Awa 123
March 23rd, 2011, 11:13 AM
Well, I'd like to comment, but I don't have 2 darn RttFF... I might have to use Castle Pillar proxies for Turnstile though, it looks awesome.
Dad_Scaper
March 23rd, 2011, 12:20 PM
I have Turnstile on the docket for May 21, Dignan. Hopefully I'll get to play on it.
Killometer
March 23rd, 2011, 12:46 PM
Wow Dignan! You've rendered them speechless. :lol:
reported
Yeah, either that or they're all quietly walking away from the thread :D
Ah, sorry, you missed the reference. The post above mine used to be a bot who posted an entire paragraph of
ęîěďëĺęńíîăî îáó÷ĺíč˙ Âŕřčő ęîëëĺă đŕçëč÷íűě ˙çűęŕě. Ěű ńäĺëŕëč ńĺđüĺçíűé áëîę îáđŕçîâŕňĺëüíűő ěĺđîďđč˙ňčé ÷ňîáű îáó
hence the "reported" at the end of my post, but I guess it got deleted before you made it on.
More relevent to this thread, Lateral and Trailblazer are both on my list for maps for Valley War I (http://www.heroscapers.com/community/showthread.php?t=35326) this summer. 8)
Dignan
March 23rd, 2011, 01:02 PM
Well, I'd like to comment, but I don't have 2 darn RttFF... I might have to use Castle Pillar proxies for Turnstile though, it looks awesome.
Yeah, some of the older terrain sets are really becoming a barrier at this point. It's too bad we didn't get another round of reprints of those before the line was cancelled. I'm afraid the next map I upload will be even more difficult for people to use.
I have Turnstile on the docket for May 21, Dignan. Hopefully I'll get to play on it.
Wow, that's scheduled pretty far in advance :D Hope you guys enjoy it.
Wow Dignan! You've rendered them speechless. :lol:
reported
Yeah, either that or they're all quietly walking away from the thread :D
Ah, sorry, you missed the reference. The post above mine used to be a bot who posted an entire paragraph of
ęîěďëĺęńíîăî îáó÷ĺíč˙ Âŕřčő ęîëëĺă đŕçëč÷íűě ˙çűęŕě. Ěű ńäĺëŕëč ńĺđüĺçíűé áëîę îáđŕçîâŕňĺëüíűő ěĺđîďđč˙ňčé ÷ňîáű îáó
hence the "reported" at the end of my post, but I guess it got deleted before you made it on.
More relevent to this thread, Lateral and Trailblazer are both on my list for maps for Valley War I (http://www.heroscapers.com/community/showthread.php?t=35326) this summer. 8)
Yeah, I missed that reference.
Good luck with Valley War I. I hope my maps serve you well.
Dad_Scaper
March 23rd, 2011, 02:53 PM
Dignan, we've had that date for a month already. What can I say, I get impatient. :)
Killometer, I can't believe you're reporting our Greek friends. :p
Killometer
March 23rd, 2011, 03:26 PM
Oh, they're Greek? I was only reporting them because I thought they were Finnish. I'm virulently racist against the Finnish. :p
2 months is early to start planning a tourney? I guess I shouldn't mention that VWI isn't 'til August. :runaway:
Dignan
March 23rd, 2011, 05:14 PM
2 months is early to start planning a tourney? I guess I shouldn't mention that VWI isn't 'til August. :runaway:
No, it was a lame attempt at humor. DS didn't specify that it was for a tournament in his post (though I figured that's what he meant). The joke being that me was planning out his casual Heroscaping two months in advance.
Dignan
April 2nd, 2011, 04:52 PM
Update 4/2
I'm back to knocking out 1v1 maps. I was intending to upload a snow map this week, but it turns out the last set of modifications might not have improved the map. So, I'm revising that one. However, in the meantime, a new map I was working on was simpler and got to jump ahead in line. So here is a new lava and swarm map. Enjoy.
Map: Trespasser (http://www.heroscapers.com/community/downloads.php?do=file&id=3137)
Date Uploaded: 4/2/11
Requires: 1 SotM, 1 TJ, 1 FotA, 1 VW
note: the glyphs of Brandar are treasure glyphs.
http://www.heroscapers.com/community/../downloads//trespasser_6AK.jpg
1Mmirg
April 2nd, 2011, 07:00 PM
One day too late. We just had an small event last night and played on some of your maps. This one would have been an excellent addition.
BTW, we did Turnstile and Divide and Conquer. I didn't end up playing on either, but the people on them enjoyed them.
I'm sure if I dug around in here more I could find more info on Divide and Conquer, but would you mind sharing the 5 sec version of it's genesis and how you worked its balance, etc.?
It was awfully pretty looking, but I didn't have a chance to play on it or even look at it too closely. Looks like a fun asymmetrical map.
Dignan
April 2nd, 2011, 08:05 PM
BTW, we did Turnstile and Divide and Conquer. I didn't end up playing on either, but the people on them enjoyed them.
Cool, glad to hear they worked out for your event.
I'm sure if I dug around in here more I could find more info on Divide and Conquer, but would you mind sharing the 5 sec version of it's genesis and how you worked its balance, etc.?
It was awfully pretty looking, but I didn't have a chance to play on it or even look at it too closely. Looks like a fun asymmetrical map.
Divide and Conquer is what I consider a "scenic map". Every once and awhile I try one of these out. When I start build a map like this, I try to use the terrain to create something that looks like a nature scene. For obvious reasons, this results in an asymmetrical map.
I basically start from some natural element and build from there. With Divide and Conquer I started with a river that was off center. I build up the surrounding area and then round out the outlaying areas to include start zones. Once I place the start zones I start running through opening moves of given armies and see what the map looks like from each start zone. I just start walking off typical rat, stinger, orc, etc moves from the start zone and see what problems arise. As I do that I start tweaking the map to try and balance each start zone with respect to each other (this includes figuring out where to place the glyphs).
The key of this process is counting the spaces and moves to the important map locations. The most obvious location is where you place the glyphs. Then you start looking at access to the highest ground, access to high ground near glyphs, access to road, access to choke points, and access to high ground near choke points. With a map like this, you can't get an exact even access to all these points. You have to do a lot of give and take between the start zones and hopefully you balance them out that way.
Once I do as many imaginary "walk throughs" as possible, it's time to play on it. On symmetrical maps, the playtesting typically doesn't take more than a few sessions. On a map like this, it takes a ton of time. We had this on my table for quite awhile. Nothing replaces actual game time on a map. This map went through many rather significant revisions as a result of the games we played on them.
After that, you end up with what I posted. It's not perfect, but hopefully it's balanced enough that all the other factors involved in determining a winner have a larger impact than the map itself.
1Mmirg
April 3rd, 2011, 11:11 AM
Thanks, Dignan. I have to say, I want to mess around with that one a bit more. Has it been used at any events?
Thanks for your work and designs. I always enjoy reading through your thread and seeing your maps. Can't wait to try Trespasser (when I have a chance). Such excellent work.
Dignan
April 3rd, 2011, 02:48 PM
Thanks, Dignan. I have to say, I want to mess around with that one a bit more. Has it been used at any events?
I'm not sure if it's been used at any events. I made it at an off time for 1v1 events down here, so it didn't get used right away down here. I very well might use it in our May tournament.
Thanks for your work and designs. I always enjoy reading through your thread and seeing your maps. Can't wait to try Trespasser (when I have a chance). Such excellent work.
Thanks for the kind words. I like to think that my maps provide a fun and quality gaming experience. :D
Dignan
April 17th, 2011, 01:07 PM
Update 4/16
DrL made a map a few weeks ago that featured swamp terrain and snow. I really dug the look of the dark green and the snow tiles together (along with a nice mix of trees). So I felt like making a map with that mixture.
Map: Wintergreen (http://www.heroscapers.com/community/downloads.php?do=file&id=3159)
Date Uploaded: 4/16/11
Requires: 1 SotM, 1 TT, 2 RttFF
Normal snow Normal Ice
Note: the glyphs of Brandar are treasure glyphs.
http://www.heroscapers.com/community/../downloads//wintergreen_J6a.jpg
Robotunit197
April 17th, 2011, 01:09 PM
The swamp terrain actually contrasts quite nicely with the Tundra. It looks very aesthetically pleasing, and I'll try to test it out the next time I put up a new map.
Typhon2222
April 17th, 2011, 01:09 PM
Beautiful aesthetics on Wintergreen, Dignan. (Good name for it too.)
Robotunit197
April 17th, 2011, 01:18 PM
Looking closely, I find that the height-5 single space snow hex near the middle would be an excellent Raelin perch, as it is reachable in one turn from the start zone. That might cause problems.
Dignan
April 17th, 2011, 01:47 PM
Looking closely, I find that the height-5 single space snow hex near the middle would be an excellent Raelin perch, as it is reachable in one turn from the start zone. That might cause problems.
Yeah, that's a popular move. It gives her a nice range of coverage, but it keeps her from directly influencing the glyphs and the edge play. Depending on the strengths of the glyphs used, she might be better moved to an edge to more directly help secure that glyph.
That said, it is a very solid Raelin perch and I might need to account for it with a slight change in the start zones.
nyys
April 17th, 2011, 05:13 PM
Good perch, but it also looks like there are enough LoS blockers around to be an issue for her.
Robber
April 17th, 2011, 05:49 PM
I built (and proxied as I don't have TT) Wintergreen, and it looks great! One potential problem are the random glyphs to each side. They are another huge pull factor away from most of the rest of the board. Most of the gameplay will result there, and it will make games slow and more boring.
That being said, it still is an awesome map. One last criticism- the height and glyphs that I am worried about is pushed more to one side. It takes 9 move to get to the hill from one side, and 7 from the other. In my game, the closer starting zone to each was dominant there for pretty much the whole game.
This is based on just one game, though, and I imagine you've put in way more playtesting. Just a heads-up.
Edit- my 666th post. Very lucky :roll:
nyys
April 17th, 2011, 05:54 PM
The glyph pull I think is the idea in order get action to that area of the battlefield. Without them everything would center around the height in the middle.
rym
April 17th, 2011, 06:28 PM
DrL made a map a few weeks ago that featured swamp terrain and snow. I really dug the look of the dark green and the snow tiles together (along with a nice mix of trees).
Yeah, I got the chance to play on DrL's map. It was nicely done, aesthetically pleasing to the eye, and fun to play on.
I'm glad you used that concept (swamp grass with snow) with Wintergreen. It looks like a fun one and I cannot wait to try it out. Kudos, Dignan.
Dignan
April 23rd, 2011, 10:47 AM
Update 4/23
Well, I decided to do a little ham-fisted edit to Wintergreen. I wasn't a big fan of allowing the Raelin Perch move from the start zone. So I did a little bit of a sloppy change to fix it. I think it will perform a little better.
http://www.heroscapers.com/community/../downloads//wintergreen2_YDR.jpg
Dignan
April 23rd, 2011, 12:37 PM
Update 4/23
Also, new map: I finally finished tweaking this new split start zone map. It took forever. I had planned on uploading it before Turnstile, but it just wouldn't play right. I think I've finally got it worked out to the point I like.
Map: Proximity (http://www.heroscapers.com/community/downloads.php?do=file&id=3171)
Date Uploaded: 4/23/11
Requires: 1 RotV, 2 TT
Normal snow, normal ice.
http://www.heroscapers.com/community/../downloads//proximity_Izb.jpg
dok
April 23rd, 2011, 02:05 PM
Is it intentional that a rat on the glyph can't be attacked by a range 1 figure (or chomped/cyberclawed/tactical switched/etc) from above? That seems like a significant flaw; am I missing something?
Dignan
April 23rd, 2011, 03:59 PM
Is it intentional that a rat on the glyph can't be attacked by a range 1 figure (or chomped/cyberclawed/tactical switched/etc) from above? That seems like a significant flaw; am I missing something?
Arggg.... I think I just forgot to change that before I uploaded it. This map has been revised a ton. Usually I do my VS file after the map is done, but I kept revising this one. As I was revising the physical maps, I must have missed this changed in the file. I'll get a the revision uploaded here shortly.
Retlaw
April 23rd, 2011, 05:04 PM
Proximity looks interesting - I like the split start zone maps, but I don't see a start area large enough to place the hive.
Dignan
April 27th, 2011, 07:50 PM
Proximity looks interesting - I like the split start zone maps, but I don't see a start area large enough to place the hive.
Good catch. Thanks to you and dok, I've been able to remedy two mistakes. I've adjusted my build instructions and the file has been updated.
http://www.heroscapers.com/downloads//proximity3_3Uf.jpg
Robber
April 27th, 2011, 08:00 PM
Nice change. I love how certain areas are basically reserved for fighting in one area, but the humongous advantage flying figures have because of all of the water and glacier placement.
Z-bombs look killer.
Dignan
April 28th, 2011, 08:23 AM
Z-bombs look killer.
Yeah, Zelrig can be a huge factor in split start zone maps. Ideally maps like Proximity would be used at an event where there are several more traditional or long maps to dilute the effect of Zelrig on the overall event.
Dignan
April 30th, 2011, 05:28 PM
Update 4/30
Another new map. This time I decided to tackle the fairly popular combination of 2 BftU and 1 VW. Hope you enjoy my take on this combination.
Map: Scaldron (http://www.heroscapers.com/community/downloads.php?do=file&id=3182)
Date Uploaded: 4/30/11
Requires: 2 BftU, 1 VWnote: the glyphs of brandar are treasure glyphs.
http://www.heroscapers.com/community/../downloads//scaldron_Ol5.jpg
Typhon2222
April 30th, 2011, 05:45 PM
Wow, Scaldron looks fantastic Dignan.
Dignan
May 2nd, 2011, 09:03 PM
Wow, Scaldron looks fantastic Dignan.
Thank you very much!
FYI, Gamebear noticed an error in Scaldron. I had misplaced a lava hex on level 2. I went ahead and uploaded a revised PDF already and cleaned up the water hex near the start zone.
Dignan
May 7th, 2011, 07:13 PM
Update 5/7
Vigilant represents the first map I've generated for R˙chean's map contest. I'll have the other one posted in short order.
Map: Vigilant (http://www.heroscapers.com/community/downloads.php?do=file&id=3194)
Date Uploaded: 5/7/11
Requires: 1 RotV, 1 FotA
http://www.heroscapers.com/community/../downloads//vigilant_7vU.jpg
Kaemon Awasome
May 8th, 2011, 09:28 AM
I love this map.
Dignan, do you ever get tired of hearing that?
It's symmetrical but has an asymmetrical feel to it. It's small but because of where the start zones are, a Z-bomb etc. has far less chance of ruining the beginning game. And no glyphs!
How well do Dragons/Huge figures play on it? Looks like it could be a bit cramped for them.
Dignan
May 8th, 2011, 10:18 AM
How well do Dragons/Huge figures play on it? Looks like it could be a bit cramped for them.
The dragons don't have a huge problem. There are open areas on the wings for them to move around. Only Moltenclaw and Braxas can really move through the middle without much trouble. Most of the big walkers are ok on this map. I think TKN gets a little hung up in the very middle, but most of the other guys are squeeze through.
Killometer
May 13th, 2011, 05:48 PM
As opposed to discussing it in the "Outing DA", er "Competitive Heroscape isn't dominated by A+" thread, I'll bring the pic that caught my eye here, where it's a little more appropriate.
http://farm4.static.flickr.com/3615/5714111695_6a8650c02c_b.jpg
I've really like how Trailblazer uses road to speed movement through areas surrounded by raised lava. When I first saw the VS picture of Trespasser I didn't realize that it used a similiar trick, but the map in the above picture really grabbed my attention, and it didn't take too much digging to find it.
Trespasser has jumped near the front of my "want to play" list-I'm definitely going to try it out once I clear up some map space after Ry's contest. I love the combination of jungle with the lava, and the lightly scattered use of battlements gently dictating flow.
I find it interesting that the roads are split into two distinct sections, seperated by raised lava field-I'm looking forward to seeing how that affects troop movement.
For the treasure glyph trap-do you really mean all units that are on lava, or just all units you control that are on lava?
Dignan
May 13th, 2011, 07:14 PM
I've really like how Trailblazer uses road to speed movement through areas surrounded by raised lava. When I first saw the VS picture of Trespasser I didn't realize that it used a similiar trick, but the map in the above picture really grabbed my attention, and it didn't take too much digging to find it.
Yeah, that's something I always enjoy when road and lava are used together. It was what inspired me to create Turnpikes and Burnpikes. I loved Highways and Dieways and thought it would be cool if you had the added threat of lava to the high ground along the road. I feel it makes for a very "movement oriented" game, where armies have a tough time just camping out.
Trespasser has jumped near the front of my "want to play" list-I'm definitely going to try it out once I clear up some map space after Ry's contest. I love the combination of jungle with the lava, and the lightly scattered use of battlements gently dictating flow.
Thanks, it's one of my favorite combinations as well. Ever since I made Can't take the heat... I've loved the way the swamp terrain and lava play off one another. I think they make for a striking map. The castle and jungle set are also right up there as I like the "overgrown ruin" look you can achieve with them.
I find it interesting that the roads are split into two distinct sections, seperated by raised lava field-I'm looking forward to seeing how that affects troop movement.
It really depends on the armies. Ranged armies do a lot of dancing around that middle lava area as it provides some great shots. Two melee armies facing off with one another won't find much use for those areas and you will see that area vacant for the majority of the game.
For the treasure glyph trap-do you really mean all units that are on lava, or just all units you control that are on lava?
Yep, I really mean all units. I've never been a fan of the treasure glyph trap hurting the hero who grabbed it. Many times a hero has to go out of his way to get the glyph in the first place and then there's a chance he can take a wound just for going after something that will likely only give him a slight advantage. I'm much more a fan of the trap triggering a map effect that affects both players and doesn't just penalize the guy getting the glyph.
Killometer
May 13th, 2011, 07:23 PM
For the treasure glyph trap-do you really mean all units that are on lava, or just all units you control that are on lava?
Yep, I really mean all units. I've never been a fan of the treasure glyph trap hurting the hero who grabbed it. Many times a hero has to go out of his way to get the glyph in the first place and then there's a chance he can take a wound just for going after something that will likely only give him a slight advantage. I'm much more a fan of the trap triggering a map effect that affects both players and doesn't just penalize the guy getting the glyph.
Hmm, I like it. :twisted: It adds a little extra tactical consideration about when to go for a treasure glyph-do you still just try to snag it early, before you opponent, or do you wait and give them a turn or two to deploy their units, hopefully some onto lava, in case you fail to pick it up.
Dignan
May 14th, 2011, 01:41 PM
Update 5/14
Guardian is the second map I made for R˙chean's contest. It's got quite a different feel than Vigilant. Hope you like this one as well.
Map: Guardian (http://www.heroscapers.com/community/downloads.php?do=file&id=3213)
Date Uploaded: 5/14/11
Requires: 1 RotV, 1 FotA
http://www.heroscapers.com/community/../downloads//guardian_qIy.jpg
dok
May 14th, 2011, 02:33 PM
I like this one a lot, Dignan. I like the way it stretches you outside of Raelin's Aura. (Those are power glyphs, I assume.)
I do note that height 4 figures can't attack figures on the two central single-space level 4 perches from the road, because of the battlements. But I guess Heavy Gruts (and WoA in slugfest) can use the nerf ;).
I guess I also like 4-move figures to be able to reach glyphs in two turns (if 5-move and 6-move figures can), but I'm just about the only person who cares about that.
I'm nitpicking; I really like the pathing and overall design a lot. :up:
nyys
May 14th, 2011, 08:25 PM
Love the use of the battlements to restrict movement. Somewhat similar to what Gamebear did with Bad Moon Rising. :up:
Dignan
May 15th, 2011, 10:36 AM
I like this one a lot, Dignan. I like the way it stretches you outside of Raelin's Aura. (Those are power glyphs, I assume.)
I do note that height 4 figures can't attack figures on the two central single-space level 4 perches from the road, because of the battlements. But I guess Heavy Gruts (and WoA in slugfest) can use the nerf ;).
I guess I also like 4-move figures to be able to reach glyphs in two turns (if 5-move and 6-move figures can), but I'm just about the only person who cares about that.
I'm nitpicking; I really like the pathing and overall design a lot. :up:
Thanks, I'm glad you like the design. I'm also appreciative that there are people who care enough to pick the nits on my maps. Not only does it help me catch errors or oversights on the current map, but it helps me with the design of future maps. Critical feedback is almost always more helpful in the end.
Guardian was the more popular of the two maps I made for Ry's contest. I think that the quick engagements and importance on movement were key factors. Making a move for the glyphs typically reduced your chances for attacks, but usually paid off dividends in the end. Smart early moves resulted in mid and late game advantages when the center can get much more difficult to move around.
Another key is always being aware of who can move over the battlements and how much movement it takes. This is a somewhat unfamiliar part of the game for many players and is a little counter-intuitive due to the physical size of the battlements in relation to their in game height. They don't quite make the barrier some players think that they do and you can surprise them with moves over the battlements.
Dignan
June 4th, 2011, 01:32 PM
Update 6/4
R˙chean's recent contest has renewed my interest in designs with the castle set. Here's a little one a threw together with a Swarm and jungle combination. Enjoy.
Map: Entangled (http://www.heroscapers.com/community/downloads.php?do=file&id=3247)
Date Uploaded: 6/4/11
Requires: 1 SotM, 1 TJ, 1 FotA http://www.heroscapers.com/community/../downloads//entangled_hdn.jpg
RoninValentina
June 4th, 2011, 03:22 PM
Hey Dignan; I've been looking over your last three castle maps and they are laudable as always! Have a quick question though- I know the BoV is a stickler for the rules (of which I am not going to open a debate here) but with all the columns in these new maps of yours do you leave them un-topped, or otherwise rule them off limits for flyers? I didn't see any mention one way or the other of that in this thread. I was just curious.
Dignan
June 4th, 2011, 03:29 PM
Hey Dignan; I've been looking over your last three castle maps and they are laudable as always! Have a quick question though- I know the BoV is a stickler for the rules (of which I am not going to open a debate here) but with all the columns in these new maps of yours do you leave them un-topped, or otherwise rule them off limits for flyers? I didn't see any mention one way or the other of that in this thread. I was just curious.
I leave mine uncapped (or you can top them and rule them off limits). I don't mind the look of uncapped columns and don't have a problem with maps using them. I like the options the castle set gives you when you leave the columns uncapped. I think they make a nice "ruined" look.
arp12
June 4th, 2011, 04:06 PM
Nice map! I also have a swarm/castle map in the works but yours looks better. Guess I'll need to keep working.
CheddarLimbo
June 4th, 2011, 05:02 PM
Somebody needs to make some custom "toppers" or something that aren't quite the unfinished look of the topless tower, but also don't provide a space for figures to land on...
Typhon2222
June 4th, 2011, 05:15 PM
Somebody needs to make some custom "toppers" or something that aren't quite the unfinished look of the topless tower, but also don't provide a space for figures to land on...
One way to do it is to cap the columns as normal — but then glue something else atop the flat wall-walk capper so nothing can land on it.
Personally, I use SotM Raelins for this. :lol: I use her because (a) she looks nifty; (b) is easy to remove from her base; and (c) only costs $0.99 per figure from Auggie's (http://www.auggiesgamesonline.com/Raelin-Kyrie-Warrior_p_1006.html). :thumbsup:
Just slice her off her base with any sharp knife, put a couple of dabs of super-glue on her feet, and stick her on the top of the wall-walk so she stands up on her own. Without her green-and-brown base to distract, she looks like a statue atop a column capital. Very easy, and looks classy. Adds a bit of pizazz to the battlefield.
onibaku06
June 7th, 2011, 10:10 AM
Its probably been said a dozen times already, but these are some sick maps. I wish would have gotten into heroscape much sooner :(
Dignan
June 7th, 2011, 10:26 AM
Its probably been said a dozen times already, but these are some sick maps. I wish would have gotten into heroscape much sooner :(
Thanks. Yeah, I think most people wish they would have gotten into Heroscape much sooner. There are still a handful of units, etc. that I was never able to pick up in the quantities I would have liked. Oh well. I hope you get lucky and can snag some stuff from others selling off their collections.
Dad_Scaper
June 7th, 2011, 10:47 AM
Somebody needs to make some custom "toppers" or something that aren't quite the unfinished look of the topless tower, but also don't provide a space for figures to land on...
Wall walk hex + battlements + single hex iceberg/stalagmite.
C3G did it on one of their maps; it was inspired.
For a BoV map it wouldn't work (I don't think?) because it's a lot of LoS blockers not blocking LoS. But in the C3G map - Platform 8, or something like that - it's a small number of columns and it works really well.
dok
June 7th, 2011, 11:08 AM
Somebody needs to make some custom "toppers" or something that aren't quite the unfinished look of the topless tower, but also don't provide a space for figures to land on...It's occurred to me recently that a BoV-friendly "topper" already exists. Stay tuned...
Dad_Scaper
June 7th, 2011, 11:24 AM
Somebody needs to make some custom "toppers" or something that aren't quite the unfinished look of the topless tower, but also don't provide a space for figures to land on...It's occurred to me recently that a BoV-friendly "topper" already exists. Stay tuned...
The problem with those is (a) they are ugly, so they don't solve the aesthetic problem and (b) they will consume a lot of wall walk to make them work.
dok
June 7th, 2011, 12:32 PM
Somebody needs to make some custom "toppers" or something that aren't quite the unfinished look of the topless tower, but also don't provide a space for figures to land on...It's occurred to me recently that a BoV-friendly "topper" already exists. Stay tuned...
The problem with those is (a) they are ugly, so they don't solve the aesthetic problem and (b) they will consume a lot of wall walk to make them work.In order to be BoV-legal, you have to consume the wall walks. That's pretty clear from the rulebook. As for aesthetic problems... well, YOU don't solve the aesthetic problem either. So, there.
quozl
June 7th, 2011, 12:35 PM
What are you guys talking about and does it deserve a thread of its own?
Dad_Scaper
June 7th, 2011, 12:38 PM
As for aesthetic problems... well, YOU don't solve the aesthetic problem either. So, there.
Yes I do. The icebergs are purty. :p
Quozl, I was guessing (correctly, apparently) that dok wants to put bases on wall walk hexes to keep things from occupying the column tops. Maybe it deserves a thread of its own, if someone wants to start one... :twisted:
dok
June 7th, 2011, 01:25 PM
Yes I do. The icebergs are purty. :pIf there were 10 Icebergs included in the castle set, I'd agree with you. (I prefer the rock outcrops over icebergs as toppers from an aesthetic perspective, anyway, but still, that's just three in a set.)
Apologies to Dignan for the hijack. I really like Entangled, by the way. Wonderful use of the terrain in that set. My only concern is that rats can grab the right-hand glyph on the first OM (and if it's Valda, they can take the other one, too).
Dignan
June 7th, 2011, 05:06 PM
Apologies to Dignan for the hijack. I really like Entangled, by the way. Wonderful use of the terrain in that set. My only concern is that rats can grab the right-hand glyph on the first OM (and if it's Valda, they can take the other one, too).
Good catch. I think I can fix that pretty easily. Thanks.
Dignan
June 12th, 2011, 09:39 PM
Update 6/12
Here's another map featuring the castle set. I decided to take a stab at actually putting wallwalk spaces on the columns and allow figures to gain the height offered by the castle set. The jungle terrain helps mitigate the bonus range gets from the castle wall. We've had a lot of fun with it. Hope you enjoy it.
Also, I updated Entangled so that the glyphs are not accessible in 6 moves from the start zones.
Map: Barrier (http://www.heroscapers.com/community/downloads.php?do=file&id=3252)
Date Uploaded: 6/12/11
Requires: 1 SotM, 2 TJ, 1 FotA
http://www.heroscapers.com/community/../downloads//barrier_VWt.jpg
Freezie
June 13th, 2011, 06:11 PM
I love the random wallwalks not connected into a long road, it adds to the feel of the swamp overtaking man-(kyrie?) made aspect. Now if only I had another jungle set....
mac122
July 2nd, 2011, 04:57 PM
Finally was able to set up The Dam Ruins. I've had that one in the binder for a while. For the longest time, I didn't have the 5 RotV listed in the build requirements to put it together. It is a beautiful map and it's been a lot of fun to play! I love the varied heights and LOS placement. My 7-year-old son chose the Hive, Stingers x3, Ninjas of the North Wind, and Concan ('cause he looks cool) for 530 points. I countered with SotM Raelin, Microcorp x1, and Aubrien Archers x3 for 430 points. My Aubriens battled Concan and the Ninjas for control of the high ground. Eventually, Concan, 2 of the Ninjas, and a couple wayward Stingers fell at the cost of 5 Aubriens. Once the Hive started sending Stinger squads out, it was only a matter of time. He successfully rolled for Stinger Drain about 80% of the time and never lost a figure to it. Meanwhile, I was only successful in Frenzy rolls once. The Hive only failed in Rebirth rolls twice out of about 10 turns. My last Aubrien gained height on one piece of the dam wall and actually lasted 2 rounds before a hail of Stinger fire took him out. While it was ugly for my side, it was still a blast.
While building the map, I discovered that with a few tile swaps and minor adjustments, I only needed 4 RotV. Most of the swaps involved using grass and rock tiles for sand tiles that would be covered by the next layer. Also, I used a few of the leftovers to extend the downstream area a couple hexes to allow the use of the larger ruins in place of the small ruins on the lowest level. Looking at the leftovers, it almost looks like it could be pared down to 3 RotV, but I imagine the swaps would be difficult to achieve without drastically changing the map.
Thanks for the awesome map!
Dignan
July 2nd, 2011, 05:47 PM
Finally was able to set up The Dam Ruins. I've had that one in the binder for a while. For the longest time, I didn't have the 5 RotV listed in the build requirements to put it together. It is a beautiful map and it's been a lot of fun to play! I love the varied heights and LOS placement. My 7-year-old son chose the Hive, Stingers x3, Ninjas of the North Wind, and Concan ('cause he looks cool) for 530 points. I countered with SotM Raelin, Microcorp x1, and Aubrien Archers x3 for 430 points. My Aubriens battled Concan and the Ninjas for control of the high ground. Eventually, Concan, 2 of the Ninjas, and a couple wayward Stingers fell at the cost of 5 Aubriens. Once the Hive started sending Stinger squads out, it was only a matter of time. He successfully rolled for Stinger Drain about 80% of the time and never lost a figure to it. Meanwhile, I was only successful in Frenzy rolls once. The Hive only failed in Rebirth rolls twice out of about 10 turns. My last Aubrien gained height on one piece of the dam wall and actually lasted 2 rounds before a hail of Stinger fire took him out. While it was ugly for my side, it was still a blast.
While building the map, I discovered that with a few tile swaps and minor adjustments, I only needed 4 RotV. Most of the swaps involved using grass and rock tiles for sand tiles that would be covered by the next layer. Also, I used a few of the leftovers to extend the downstream area a couple hexes to allow the use of the larger ruins in place of the small ruins on the lowest level. Looking at the leftovers, it almost looks like it could be pared down to 3 RotV, but I imagine the swaps would be difficult to achieve without drastically changing the map.
Thanks for the awesome map!
Thanks and great session report. Sounds like you two had a great battle on the ruins. You're probably right about making the map with less master sets. On some of my larger maps I wasn't very careful with using sets judiciously. I could probably par down a few of my builds to be more efficient.
Dignan
July 2nd, 2011, 06:12 PM
Update 7/2
Here's one I've had on my table for the last few weeks. It's been a ton of fun to play on. Just about every game has seen my opponent complain about not being able to draw line of sight to targets (which I love to hear). It's a tough map on ranged to be sure.
Map: Smokey's Lament (http://www.heroscapers.com/community/downloads.php?do=file&id=3266)
Date Uploaded: 7/2/11
Requires: 1 RotV, 2 RttFF, 1 VW
http://www.heroscapers.com/community/../downloads//smokey_3c7.jpg
1Mmirg
July 3rd, 2011, 09:08 AM
Man, that looks like a kick, Dignan. When I get back in town, I have to try that one out.
Dad_Scaper
July 3rd, 2011, 09:25 AM
Looks great, Dignan. I love the aesthetics of the off-center symmetry with the 24 hexers. I'll put it on the list for 10/1, unless I forget. :D
ZBeeblebrox
July 3rd, 2011, 10:12 AM
Wow Dignan, Smokey's Lament look great and fun. It may be my next map to test C3V units on.
Great job.
Warlord Alpha
July 3rd, 2011, 12:46 PM
Wow, I have an extremely similar map that i've been working on for a while, that's kind of funny (although it makes me mad because now it's gonna look like I copied you). Just about the only difference is that I'm not using lava.
Dignan
July 30th, 2011, 06:18 PM
Update 7/30
My latest map pushes my enjoyment of lateral maps to the extreme. This is probably the most I would ever stretch out a map. The deployment and movement on this map is absolutely critical. It's mixed things up quite a bit for our game nights. Enjoy.
Map: Trepidation (http://www.heroscapers.com/community/downloads.php?do=file&id=3324)
Date Uploaded: 7/30/11
Requires: 1 RotV, 2 TT (normal snow, normal ice)
The glyphs of brandar are treasure glyphs.
http://www.heroscapers.com/community/../downloads//trepidation_Oqf.jpg
Robber
July 30th, 2011, 09:17 PM
Holy Pug in a Pizza Box! (Eddsworld (http://www.youtube.com/show?p=bgTwIadILJ0&tracker=show3) reference) That thing is 23 spaces wide! :jawdrop:
Dignan
July 30th, 2011, 10:12 PM
Holy Pug in a Pizza Box! (Eddsworld (http://www.youtube.com/show?p=bgTwIadILJ0&tracker=show3) reference) That thing is 23 spaces wide! :jawdrop:
Yep, it's exceptionally wide. I wanted to see what would happen if I built a map out that far. My group enjoyed the result, so I thought I'd share it.
Dad_Scaper
July 30th, 2011, 11:03 PM
Dignan, it looks like a pretty special map. I *love* the 1-hex deep start zones.
Thoughts on which treasure glyphs you'd recommend?
dok
July 31st, 2011, 01:16 AM
Hey Dignan, I happened to be looking at the Islandscape (NYC tournament) thread, and I noticed that Grishnak did a beautiful custom version of Guardian, replacing the uncapped columns with custom columns and adding flocking to the terrain. Check it out:
Pictures of today's flocked and customized, championship map!
Good luck to all participants!
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4534.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4535.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4536.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4537.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4538.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4539.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4542.jpg
http://www.heroscapers.com/community/gallery/files/3/3/0/img_4543.jpg
Dignan
July 31st, 2011, 11:40 AM
Dignan, it looks like a pretty special map. I *love* the 1-hex deep start zones.
Thoughts on which treasure glyphs you'd recommend?
Thanks. We typically use +1 attack, +1 defense, heal 3 wounds, and the scarab of invulnerability for our treasure glyphs.
Hey Dignan, I happened to be looking at the Islandscape (NYC tournament) thread, and I noticed that Grishnak did a beautiful custom version of Guardian, replacing the uncapped columns with custom columns and adding flocking to the terrain. Check it out:
Wow! Those columns look great. The whole looks fantastic with all those little touches he put in there. Thanks for sharing.
Dignan
August 20th, 2011, 09:16 PM
Update 8/20
I got a PM a few months back from Andyman is back and he requested a map. I'm always looking for new ideas for my maps so I was happy to build something based on what he was looking for.He was looking for a map with caves or "pockets" under some terrain. Originally, I was building a much taller map that allowed for medium figures to get underneath, but it just wasn't working. So, I brought the platforms down and left the caves as a much more decorative feature than a functional area of the map.
Anyway, I'm really pleased with how this one eventually turned out and I hope you guys enjoy it.
Map: Remnant (http://www.heroscapers.com/community/downloads.php?do=file&id=3361)
Date Uploaded: 8/20/11
Requires: 1 RotV, 1 SotM, 1 TJ
http://www.heroscapers.com/community/../downloads//remnant_sLy.jpg
Robber
August 24th, 2011, 05:40 PM
That's an interesting map. I love how units have to choose between going low and taking the glyphs or running to height and battling it out there. Of course, there are also the wound glyphs on the bottom.
My only concern- what happens once both armies get to the top? There doesn't seem to be much height there. Do the battles get bland if both armies only shoot for the top-most parts?
Dignan
August 24th, 2011, 06:13 PM
That's an interesting map. I love how units have to choose between going low and taking the glyphs or running to height and battling it out there. Of course, there are also the wound glyphs on the bottom.
My only concern- what happens once both armies get to the top? There doesn't seem to be much height there. Do the battles get bland if both armies only shoot for the top-most parts?
Well, in the couple of games we've had on it, there is usually a duel on both sides with a little bit of a fight in the middle (though this depends greatly on the armies involved). It's usually a struggle to keep control of the top and keep your guy on the wound glyph below.
The map has yielded some interesting games and overall the feedback has been positive.
Robber
August 24th, 2011, 06:17 PM
Cool. Can't wait to try it out! At the moment I'm updating my own map and prepping for a tourney, but your map(s) is the next on my list.
Dad_Scaper
September 2nd, 2011, 10:54 AM
Looks great, Dignan. I love the aesthetics of the off-center symmetry with the 24 hexers. I'll put it on the list for 10/1, unless I forget. :D
I remembered.
Using Trepidation, too. Maybe others, as I fill out the ranks.
Thanks so much for all these great maps, Dignan.
Dignan
September 2nd, 2011, 01:09 PM
Looks great, Dignan. I love the aesthetics of the off-center symmetry with the 24 hexers. I'll put it on the list for 10/1, unless I forget. :D
I remembered.
Using Trepidation, too. Maybe others, as I fill out the ranks.
Thanks so much for all these great maps, Dignan.
Awesome! I hope you guys enjoy them! :D
Dignan
September 4th, 2011, 11:27 AM
Update 9/4
Alright, time to kick a new map out the door. Umbrage is just a little map I generated after thinking of ways to use just the BftU in combination with terrain sets (in other words, not in conjunction with other master sets). I went through a ton of revisions on this one to get it to play the way I wanted and I think we ended up with a pretty solid little map.
Map: Umbrage (http://www.heroscapers.com/community/downloads.php?do=file&id=3388)
Date Uploaded: 9/4/11
Requires: 1 BftU, 2 RttFF
http://www.heroscapers.com/community/../downloads//umbrage_Sdd.jpg
ZBeeblebrox
September 4th, 2011, 12:14 PM
Wow Dignan, your maps are always awesome looking and this one looks like it will not disappoint. Great use of a BftU.
dok
September 4th, 2011, 12:41 PM
Very cool map, Dignan. I have Kaltengeist (http://www.heroscapers.com/community/downloads.php?do=file&id=2190) set up right now, and it's interesting comparing the two. I love seeing more BftU maps that don't involve RotV, SotM, or a second BftU.
The first things that jump out to me on this map, aside from the obvious H&D-style template, are the lack of glyphs and the level 3 roads. I have to (implicitly) agree with you that there isn't really a good spot for glyphs on this map, and that it probably doesn't need them to force the action anyway. The road high ground is concerning in principle, I guess, but it's also very easy to contest and has bad sight lines.
Dignan
September 4th, 2011, 01:40 PM
The first things that jump out to me on this map, aside from the obvious H&D-style template, are the lack of glyphs and the level 3 roads. I have to (implicitly) agree with you that there isn't really a good spot for glyphs on this map, and that it probably doesn't need them to force the action anyway. The road high ground is concerning in principle, I guess, but it's also very easy to contest and has bad sight lines.
Yeah, originally the road went around those hills. In that state, the edges saw very little action. With the road back there, both sides are able to quickly contest that hill. While I usually don't like to see the road on high ground, in this case it allows quick access to anyone on the dungeon tiles there and it has very limited LOS.
After all the variations this map went through, this was the version I enjoyed the most.
Dignan
October 23rd, 2011, 07:25 PM
Update 10/23
Here's another little map I generated for the BftU set. It's small and light on elevation changes, but that makes it quick and deadly. Add the lava to the mix and you have a map that really steps up the pace in games.
Map: Turn and Burn (http://www.heroscapers.com/community/downloads.php?do=file&id=3446)
Date Uploaded: 10/23/11
Requires: 1 BftU, 1 VW, 1 RttFF
http://www.heroscapers.com/community/../downloads//turnnburn_011.jpg
Kaemon Awa 123
October 23rd, 2011, 08:28 PM
That's a pretty cool map. It almost seems like you had something (http://www.heroscapers.com/community/showthread.php?t=36667) in mind when you made that. :wink:
In particular, I like how both the inside and outside have their draws, the shadow and saftey to the height.
Carnival Man
November 7th, 2011, 11:10 PM
Update 8/20
I got a PM a few months back from Andyman is back and he requested a map. I'm always looking for new ideas for my maps so I was happy to build something based on what he was looking for.He was looking for a map with caves or "pockets" under some terrain. Originally, I was building a much taller map that allowed for medium figures to get underneath, but it just wasn't working. So, I brought the platforms down and left the caves as a much more decorative feature than a functional area of the map.
Anyway, I'm really pleased with how this one eventually turned out and I hope you guys enjoy it.
Map: Remnant (http://www.heroscapers.com/community/downloads.php?do=file&id=3361)
Date Uploaded: 8/20/11
Requires: 1 RotV, 1 SotM, 1 TJ
http://www.heroscapers.com/community/../downloads//remnant_sLy.jpg
We played a few matches on this one...terrific map! I was inspired to use the same tiles (with a handfull more) to make something similar with caves tall enough to allow some of those medium figures room to hide. ;)
Vegaslen
November 8th, 2011, 08:44 AM
i agree with carnival man the remnant is an excellent map we used it on our last video battle (see link below with some custom trees and bushes as its hard to get the ticalla in the uk)
Keep it up we are looking at using guardian map soon too
Dignan
November 8th, 2011, 09:01 AM
Thanks for the kind words guys. Glad you enjoyed the map.
InfraredFog
November 10th, 2011, 01:32 PM
Dignan, don't suppose you have all these maps (and images of maps) in one neat little place to download, would you? =)
Dignan
November 10th, 2011, 01:42 PM
Dignan, don't suppose you have all these maps (and images of maps) in one neat little place to download, would you? =)
Nah, the first post on this thread is the closest thing to that. I haven't compiled everything in a single download anywhere.
InfraredFog
November 10th, 2011, 01:53 PM
Dignan, don't suppose you have all these maps (and images of maps) in one neat little place to download, would you? =)
Nah, the first post on this thread is the closest thing to that. I haven't compiled everything in a single download anywhere.
Cool, I will get my click on then. Thanks for the sweet maps!
Dignan
December 17th, 2011, 01:17 PM
Update 12/17
Today's update is just a "fun" map. It's not the most balanced thing going, but I love the way it looks on the table and it's just a lot of fun to play on. I'm sorry that it has some pretty extreme build requirements, but I just couldn't get the map I wanted out of less material. Anyway, hope you enjoy it.
Map: Valor's Vale (http://www.heroscapers.com/community/downloads.php?do=file&id=3489)
Date Uploaded: 12/17/11
Requires: 3 RotV, 3 RttFF, 1 FotA
http://www.heroscapers.com/community/../downloads//valorsvale_D92.jpg
Typhon2222
December 17th, 2011, 01:28 PM
Wowzers. :shock: :drool:
dok
December 17th, 2011, 01:29 PM
Looks sort of like Warden on steroids. Good stuff. :up:
My only criticism at first glance is that it seems like the slope on the right-hand side of each startzone could be a little more double-spacer friendly with a a few small shifts in the tiles.
I find it interesting that you have several floating wall walk tiles in the center of the map. In your experience, is that usually pretty stable? I noticed that you have some asymmetry in the columns underneath in the middle. Was the result of trial-and-error - just figuring out exactly how many columns you needed to make it feel stable?
Dignan
December 17th, 2011, 02:51 PM
Looks sort of like Warden on steroids. Good stuff. :up:
My only criticism at first glance is that it seems like the slope on the right-hand side of each startzone could be a little more double-spacer friendly with a a few small shifts in the tiles.
I find it interesting that you have several floating wall walk tiles in the center of the map. In your experience, is that usually pretty stable? I noticed that you have some asymmetry in the columns underneath in the middle. Was the result of trial-and-error - just figuring out exactly how many columns you needed to make it feel stable?
Yeah, the map isn't very friendly to double spacers. I probably could clean it up a bit, but in the end, I still think they will have a real hard time on the map. It's definitely a flaw and one of the things that keeps it from being a good map for a double blind tournament setting. I've tinkered with it a little and I might do some more to try and get it cleaned up.
As for the wall walk tiles, mine are real snug so I can bridge a one hex gap between the supported pieces real easy (my road tiles won't work however). Originally, I was going to put a seven hexer across the gap (that's what the spacing is set up for), but I didn't like the look it was generating. I settled on a flat layout as you see here. We've played on it several times and the tiles have yet to move, so it seems stable enough.
Dignan
January 15th, 2012, 05:56 PM
Update 1/15
Here is a new map with Lava and Snow together. I really like the combination of LOS blockers and lava on high ground to keep things interesting.
Map: Denali (http://www.heroscapers.com/community/downloads.php?do=file&id=3531)
Date Uploaded: 01/15/12
Requires: 1 RotV, 2 TT, 1 VW
normal snow, normal ice
http://www.heroscapers.com/community/../downloads//denali_622.jpg
Typhon2222
January 15th, 2012, 06:31 PM
Denali is a visual delight. Talk about gorgeous. :drool:
Now would you please put some of that cartographic mojo into focusing on the real task at hand? — a map using only a single BftU? :poke: :p
Dignan
January 15th, 2012, 06:39 PM
Now would you please put some of that cartographic mojo into focusing on the real task at hand? — a map using only a single BftU? :poke: :p
I've got a map or two ready for that as well. I just wanted to upload this one real quick and then put up one of those.
Dignan
January 16th, 2012, 01:55 PM
Update 1/16
Here is a map I generated using a single BtfU set. I enjoyed the challenge of making a map with such extreme limitations and really liked the unique ideas it generated. It's not perfect and doesn't work for every situation, but I think it's solid enough to enjoy.
Map: Shards (http://www.heroscapers.com/community/downloads.php?do=file&id=3532)
Date Uploaded: 01/16/12
Requires: 1 BftU
http://www.heroscapers.com/community/../downloads//shards_a67.jpg
Dignan
January 21st, 2012, 04:26 PM
Update 1/21
Just uploading another map I've been working on lately. This one is another 1 RotV, 2 RttFF. It's one of my favorite sets. The map is a little tight and play usually covers nearly all areas of the map. I really like the entire map being used as opposed to just one side (as is the case with many larger maps).
Map: Puddle Jumper (http://www.heroscapers.com/community/downloads.php?do=file&id=3546)
Date Uploaded: 01/21/12
Requires: 1 RotV, 2 RttFF
http://www.heroscapers.com/community/../downloads//puddlejumper_3zv.jpg
Scapemage
January 21st, 2012, 04:32 PM
I like it! A nice forest with puddles and pathways, one of the many sceneries I enjoy seeing in a map.
Dad_Scaper
January 21st, 2012, 04:37 PM
Map: [/B]Valor's Vale (http://www.heroscapers.com/community/downloads.php?do=file&id=3489)
Date Uploaded: 12/17/11
Requires: 3 RotV, 3 RttFF, 1 FotA
http://www.heroscapers.com/community/../downloads//valorsvale_D92.jpg
Dignan, I love this map. In the best possible way it reminds me of Ch1can0's contributions to the hobby.
1Mmirg
January 21st, 2012, 04:59 PM
Update 1/21
Just uploading another map I've been working on lately. This one is another 1 RotV, 2 RttFF. It's one of my favorite sets. The map is a little tight and play usually covers nearly all areas of the map. I really like the entire map being used as opposed to just one side (as is the case with many larger maps).
Map: Puddle Jumper (http://www.heroscapers.com/community/downloads.php?do=file&id=3546)
Date Uploaded: 01/21/12
Requires: 1 RotV, 2 RttFF
http://www.heroscapers.com/community/../downloads//puddlejumper_3zv.jpg
Reminds me of your Turnstile--very fun way to orient the map. If there wasn't a bit of a range/AE bias to Turnstile I would have nominated it months ago to the BoV. Great map.
Definitely want to try this one. Looks like it might do what Turnstile did, but better.
Dignan
January 23rd, 2012, 08:24 AM
Dignan, I love this map. In the best possible way it reminds me of Ch1can0's contributions to the hobby.
Thanks. I'm a huge fan of Ch1can0's work and take that as a huge compliment.
I like it! A nice forest with puddles and pathways, one of the many sceneries I enjoy seeing in a map.
Reminds me of your Turnstile--very fun way to orient the map. If there wasn't a bit of a range/AE bias to Turnstile I would have nominated it months ago to the BoV. Great map.
Definitely want to try this one. Looks like it might do what Turnstile did, but better.
Thanks for the kind words guys. We've been playing on Puddle Jumper for a little over a month now and it's served us well. Hopefully you'll enjoy it as well.
Fedex worker
January 30th, 2012, 07:47 PM
Just had a few games on Puddle Jumper, it was great! Really balanced, and it brought out some fun units like Water Elemental and Sahuagin Raider's :D
Also just a question, this is usually my preference, but I was wondering what glyphs you pick from when you use random glyphs, as I notice a lot of your maps have them.
Dignan
January 31st, 2012, 08:24 AM
Just had a few games on Puddle Jumper, it was great! Really balanced, and it brought out some fun units like Water Elemental and Sahuagin Raider's :D
Also just a question, this is usually my preference, but I was wondering what glyphs you pick from when you use random glyphs, as I notice a lot of your maps have them.
Thanks for the compliments. Glad you enjoyed Puddle Jumper.
For random glyphs, I typically use Healer, Move, Initiative, Defense, and Wound.
Fedex worker
February 6th, 2012, 05:07 PM
Yeah I use those and some more, but just and I know it's not very important the glyph of Kelda can't be put as a random glyph incase a squad figure steps on it.
Dignan
February 6th, 2012, 05:30 PM
Yeah I use those and some more, but just and I know it's not very important the glyph of Kelda can't be put as a random glyph incase a squad figure steps on it.
Well, we play where random glyphs are flipped face up after deployment and before the first initiative roll.
Fedex worker
February 6th, 2012, 05:50 PM
Yeah I use those and some more, but just and I know it's not very important the glyph of Kelda can't be put as a random glyph incase a squad figure steps on it.
Well, we play where random glyphs are flipped face up after deployment and before the first initiative roll.
Oh wow, that's a pretty sweet way to use random glyphs. Never seen anyone do this before!
1Mmirg
February 7th, 2012, 11:17 AM
That is how we do it as well (well, almost, we flip the glyphs over just after the first initiative roll).
It helps, imo, to make the game a bit more tactical and less effected by "crap, all that work to grab this glyph and it's useless to me."
quozl
February 7th, 2012, 11:25 AM
If Kelda is in the glyph pool, you need to flip the glyphs before the Death Chasers get their Orc Battle Rush.
dok
February 7th, 2012, 11:46 AM
That is how we do it as well (well, almost, we flip the glyphs over just after the first initiative roll).
It helps, imo, to make the game a bit more tactical and less effected by "crap, all that work to grab this glyph and it's useless to me."Yep, and you can make random luck less important and tactics an even more dominant factor by flipping the glyphs before you even put armies down (http://www.heroscapers.com/community/blog.php?b=1937).
1Mmirg
February 7th, 2012, 11:53 AM
Yeah, but, as you likely know--sorry, thread hijack--I hate to have a game start off one-sided (i.e. both teams set up to take the same glyph) or to start with a game of positioning and re-positioning and then needing to roll the d20 to choose set up order.
I prefer to make players make their best general plans and then work to make the best of their chosen set-up after the glyphs are revealed. I find there are very rarely any d20 rolls or even repositioning--and it makes the play that much more tactical.
But I do and have played various ways and they are each fun and challenging in different ways. I just have a slight preference for some initial partially-blind strategy followed by active, tactical maneuverings "in-game."
dok
February 7th, 2012, 12:12 PM
Last post from me on this subject in this thread, unless Dignan chooses to continue the discussion.Yeah, but, as you likely know--sorry, thread hijack--I hate to have a game start off one-sided (i.e. both teams set up to take the same glyph) or to start with a game of positioning and re-positioning and then needing to roll the d20 to choose set up order.You're not really solving the problem of an unbalanced start by delaying flipping the glyphs, though. You're just delaying the discovery of who got a raw deal because they set up their big guns to cover Dagmar while the other guy's big guns are set up to cover Gerda.
I don't really think the flipping of glyphs early increases the likelihood that players dice off for setup order, but in the case that it does, at least you have the ability to balance it with the "one guy picks side and sets up first, other guy sets up second" mechanic.
rym
February 7th, 2012, 07:18 PM
No one's really saying it's unbalanced at all.
All 1Mmirg's saying is that not revealing glyphs before army placement adds a bit of "excitement" and tactical gameplay to it. For example, if both glyphs are equidistant from me (and, by extension, my opponent), then the tactical gameplay comes in deciding how to place your army. Load up on one side? Make a fair run at both? Ignore glyphs completely and go straight for the high ground? I think that's what 1Mmirg was hinting at with his partial-blind strategy.
As far as balance goes, a game can be just as unbalanced with glyphs flipped over before army placement as it could be with glyphs flipped over after army placement. I could position all my units on one side of the board to gain Dagmar, but maybe I'm giving up high ground to do so. And in the case of glyphs being revealed before army placement, I could assure you that I would be going for the stronger of the 2 glyphs as well.
Fedex worker
February 7th, 2012, 09:39 PM
I actually have a pretty good example of this on Dignan's map Treeline.
Me and my friend played and set up armies before flipping glyphs, and he had Otonashi set up next to Skahen who could get to the glyph in one turn.
Unfortunately for him though, the glyph she was set up to go for was the healer which he had no use to go for yet.
Also on topic, I liked Treeline because of all it's cover which was especially helpful since I played dwarves. The game came down to the wire (my Nakita verse and Air Elemental) but my friend ended up winning. Great game!
R˙chean
February 10th, 2012, 09:04 PM
Just wanted to say that Shards was an excellent play. (and I even lost on it.)
The balance was solid and the LOS was sufficient. There was enough elevation change to keep units moving and the battle interesting.
Well done!
Dignan
February 13th, 2012, 08:40 PM
Update 2/13
Here's a fun map that I just generated based on a theme. I wanted to create a ruined cathedral with the terrain. It's a pretty large map, but I think it's pretty playable. I also had a little fun with the treasure glyph trap to add a little more theme (though it probably won't come into play too much based on the location of the glyphs). Anyway, hope you enjoy it.
Map: Penitence (http://www.heroscapers.com/community/downloads.php?do=file&id=3562)
Date Uploaded: 02/13/12
Requires: 1 RotV, 1 VW, 1 FotA
http://www.heroscapers.com/community/../downloads//penitence_u58.jpg
DrLivingston
February 13th, 2012, 09:01 PM
I played this and halfway through our game, my opponent stepped on a treasure glyph and set off the trap. But we didn't know what the trap was. When Dignan told us I was so pumped! Almost dead Moltenclaw becomes full life Moltenclaw! Woo hoo!
I won, so I thought the map was awesome.
Fedex worker
February 13th, 2012, 09:39 PM
This new map looks sweet! Can't wait to play it since I just got a lava set :). Lots of glyphs though.
Fedex worker
February 28th, 2012, 09:31 PM
This new map looks sweet! Can't wait to play it since I just got a lava set :). Lots of glyphs though.
Double post and quoting myself:?!
But I did end up playing actually 3 games on this map.
While I lost all 3, I felt like it was very balanced. I played against a steam roller backed up by Krav while I had a guard based army (3x Dumetef, Warden, a custom water-loving guard I have and another of my customs). This first game was sort of a blowout, I barely managed to wound Spartacus before he dominated half my army with 8 attack (glyph+height)
The second game was incredibly close, one Krav vs. a Dumeteff and my custom, but the Krav ended up rolling 4 skulls vs. my wiff and I lost.
The map is very well balanced for melee/range.
The third game I played elves vs. a mismatch of things and the game was decent me obviously losing. The elves actually performed surprisingly well on this map.
One thing is that this map seemed really glyph heavy. With the attack glyph, easily accessible height, and the possibility of there being an attack boosting treasure glyph (this also goes for defense), some units can become incredibly strong and a game can get one-sided quickly if this happens.
The map was other wise balanced though, just my :2cents:.
Dignan
February 29th, 2012, 08:22 AM
This new map looks sweet! Can't wait to play it since I just got a lava set :). Lots of glyphs though.
Double post and quoting myself:?!
But I did end up playing actually 3 games on this map.
While I lost all 3, I felt like it was very balanced. I played against a steam roller backed up by Krav while I had a guard based army (3x Dumetef, Warden, a custom water-loving guard I have and another of my customs). This first game was sort of a blowout, I barely managed to wound Spartacus before he dominated half my army with 8 attack (glyph+height)
The second game was incredibly close, one Krav vs. a Dumeteff and my custom, but the Krav ended up rolling 4 skulls vs. my wiff and I lost.
The map is very well balanced for melee/range.
The third game I played elves vs. a mismatch of things and the game was decent me obviously losing. The elves actually performed surprisingly well on this map.
One thing is that this map seemed really glyph heavy. With the attack glyph, easily accessible height, and the possibility of there being an attack boosting treasure glyph (this also goes for defense), some units can become incredibly strong and a game can get one-sided quickly if this happens.
The map was other wise balanced though, just my :2cents:.
Glad you had a good time with the map. It is a little glyph heavy, but I wanted to pull some attention to certain areas. Without the attack glyph where it is, I doubt there would be much activity on that little stream area. It would likely serve as a barrier with few units daring to drop into the water.
I felt like the size of the map warranted the move glyphs to give melee a helping hand and to allow units to be brought up from the start zones. In the end, it does end up with more glyphs then usual, but hopefully it's still a solid map to play on.
Dignan
March 25th, 2012, 02:45 PM
Update 3/25
I got an odd idea for a map awhile back and wanted to create a desert landscape. The map I generated from this idea became a nightmare for build requirements (based on the number of sand hexes I had to use). I apologize in advance for the build requirements. Anyway, hopefully some of you out there can also build it. It's a unique little guy.
Map: Parched (http://www.heroscapers.com/community/downloads.php?do=file&id=3607)
Date Uploaded: 03/25/12
Requires: 3 RotV, 3 SotM, 1 TJ
http://www.heroscapers.com/community/../downloads//parched_y6w.jpg
arp12
March 25th, 2012, 04:19 PM
Requires: 3 RotV, 3 SotM
And jungle, I presume? ;)
Dignan
March 25th, 2012, 04:55 PM
Requires: 3 RotV, 3 SotM
And jungle, I presume? ;)
You are correct. Thanks for catching that.
Killometer
March 25th, 2012, 10:03 PM
It's a lot easier to balance ruins with multiple RotVs. ;)
It looks like fun. I'm a SotM short (but up a RotV), so I might have to just settle for a slightly less aesthetic version (a little tactical swapping of sand for rock should work, and won't affect the trap mechanic).
Scapemage
March 26th, 2012, 08:44 AM
I love the looks of Parched! Desert landscapes are on my list of cool maps. :up:
You forgot a TJ in the requirements.
Dignan
March 26th, 2012, 08:52 AM
It's a lot easier to balance ruins with multiple RotVs. ;)
Funny thing is, I first built it with one short and one long ruin. Then I realized the terrain was using a couple of mastersets to build, so I swapped them out to match.
It looks like fun. I'm a SotM short (but up a RotV), so I might have to just settle for a slightly less aesthetic version (a little tactical swapping of sand for rock should work, and won't affect the trap mechanic).
Yeah, I'm not sure what the most efficient combination of the sets is to build this. I played around with it a little in virtualscape to get the total. If you have extra wave sand tiles that will also help you out on the build.
Scapemage
March 26th, 2012, 10:50 AM
It's a lot easier to balance ruins with multiple RotVs. ;)
Funny thing is, I first built it with one short and one long ruin. Then I realized the terrain was using a couple of mastersets to build, so I swapped them out to match.
It looks like fun. I'm a SotM short (but up a RotV), so I might have to just settle for a slightly less aesthetic version (a little tactical swapping of sand for rock should work, and won't affect the trap mechanic).Yeah, I'm not sure what the most efficient combination of the sets is to build this. I played around with it a little in virtualscape to get the total. If you have extra wave sand tiles that will also help you out on the build.
The sand seems to be the biggest factor. I am short 2 SoTMs, but maybe it can still work, seeing as how BftU has a decent amount of sand in it.
Dignan
April 29th, 2012, 02:00 PM
Update 4/29
R˙chean fired up a contest for 1 master set maps with one expansion, so I knocked this little bad boy out to be one of my entries. I've been happy with the games we've had on it so far.
Treasure glyph trap: LOST IN THE WOODS: On a roll of 1-5, starting with the player who triggered the trap, each player selects and moves one common squad figure in their opponents army. Figures moved in this manner follow all normal movement rules as if they were activated normally, however they do not receive any leaving engagement attacks.
Map: Meander (http://www.heroscapers.com/community/downloads.php?do=file&id=3629)
Date Uploaded: 04/29/12
Requires: 1 RotV, 1 RttFF
http://www.heroscapers.com/downloads//meander_Wma.jpg
Killometer
April 30th, 2012, 11:36 PM
Excellent! Now I can cross off Rise+Road as a combination to enter. :lol:
Edit: And has your Laglor always been a Wildcat? How did I miss that this long?
Dignan
May 1st, 2012, 08:55 AM
Edit: And has your Laglor always been a Wildcat? How did I miss that this long?
Yeah, my Laglor has been sporting my school colors from my initial days on the site.
Dignan
May 5th, 2012, 06:44 PM
I knocked out another road and tundra map. This is easily my favorite combination to work with. I went ahead and built a "max-Bov" map, just to be able to create whatever I wanted. One important feature of the map is that it uses heavy snow. I tried to stymie armies from being able to pod up on the main hills in front of their start zones. I think it's key to make sure heavy snow rules are used. Enjoy.
Map: Exposure (http://www.heroscapers.com/community/downloads.php?do=file&id=3636)
Date Uploaded: 05/05/12
Requires: 1 RotV, 2 RttFF, 1 TT
HEAVY SNOW, normal ice
http://www.heroscapers.com/downloads//exposure_x1s.jpg
Dignan
May 13th, 2012, 01:36 PM
Update 5/13
Here's another map I generated for R˙chean's contest. This ones a little cramped, but it got a pretty unique feel. Enjoy.
Map: Cage Match (http://www.heroscapers.com/community/downloads.php?do=file&id=3656)
Date Uploaded: 5/13/12
Requires: 1 SotM, 1 FotA
http://www.heroscapers.com/downloads//cagematch_2HV.jpg
Dignan
June 9th, 2012, 06:34 PM
Update 6/9
Well, it's obviously my favorite combination for a map and it's surely overdone, but variety is the spice of life, right? Here's yet another RotV and two Roads map.
Map: Wanderlust (http://www.heroscapers.com/community/downloads.php?do=file&id=3682)
Date Uploaded: 6/9/12
Requires: 1 RotV, 2 RttFF
http://www.heroscapers.com/downloads//wanderlust_dGh.jpg
arp12
June 9th, 2012, 11:57 PM
I'm always amazed at how unique each new map can be with those same sets. Looks nice. :up:
DrLivingston
June 10th, 2012, 01:02 AM
Wanderlust is my favorite since Ignition. It's a good 'un!
1Mmirg
June 12th, 2012, 01:07 PM
Update 6/9
Well, it's obviously my favorite combination for a map and it's surely overdone, but variety is the spice of life, right? Here's yet another RotV and two Roads map.
Map: Wanderlust (http://www.heroscapers.com/community/downloads.php?do=file&id=3682)
Date Uploaded: 6/9/12
Requires: 1 RotV, 2 RttFF
http://www.heroscapers.com/downloads//wanderlust_dGh.jpg
Nice, feels like it moves in the Turnstile direction, but without some of the challenges Turnstile had. I like it, a lot. Got to build this one...
Dignan
June 16th, 2012, 05:30 PM
Update 6/16
Here's another map that I developed alongside Wanderlust. I didn't run this one through quite the same number of revisions, but I've been very happy with the games on this one.
Map: Shattered (http://www.heroscapers.com/community/downloads.php?do=file&id=3690)
Date Uploaded: 6/16/12
Requires: 2 BftU, 1 TT
Normal snow, normal ice
http://www.heroscapers.com/downloads//shattered_D3U.jpg
Bothi
June 16th, 2012, 06:12 PM
I like it, but I have no BtfU, and not Tundra. :p
Dad_Scaper
June 16th, 2012, 06:39 PM
Wow, Dignan, that's a lot of real estate you squeezed out of a handful of terrain.
Dignan
July 25th, 2012, 09:32 PM
Update 7/25
I've finally worked out the snags in a lava/forest map I've been working on. There's nothing too fancy here, just a nice solid little map to tool around on. We've had some pretty fun fast past matches on this as the road brings you into quick combat and the lava takes out a few figures every few rounds.
Map: Smolder (http://www.heroscapers.com/community/downloads.php?do=file&id=3724)
Date Uploaded: 7/25/12
Requires: 1 RotV, 1 RttFF, 1 VW
http://www.heroscapers.com/downloads//smolder_57o.jpg
Dad_Scaper
July 25th, 2012, 09:41 PM
Right on time, dignan, I'm going to bring this to Clan's lava map tourney instead of one of the two he'd asked me to bring instead.
Thanks, it looks great. If I get to play on it I'll let you know how it goes.
Dignan
July 26th, 2012, 07:20 AM
Right on time, dignan, I'm going to bring this to Clan's lava map tourney instead of one of the two he'd asked me to bring instead.
Thanks, it looks great. If I get to play on it I'll let you know how it goes.
Glad I could get this posted in time for you :D. Let me know how it works out for you.
1Mmirg
July 26th, 2012, 12:46 PM
Update 7/25
I've finally worked out the snags in a lava/forest map I've been working on. There's nothing too fancy here, just a nice solid little map to tool around on. We've had some pretty fun fast past matches on this as the road brings you into quick combat and the lava takes out a few figures every few rounds.
Map: Smolder (http://www.heroscapers.com/community/downloads.php?do=file&id=3724)
Date Uploaded: 7/25/12
Requires: 1 RotV, 1 RttFF, 1 VW
http://www.heroscapers.com/downloads//smolder_57o.jpg
Ooh. Very nice. Like the little things (like the lava to help create a similar footprint as the big tree). I'll be trying this one soon. Thanks!
ZBeeblebrox
July 26th, 2012, 05:44 PM
cool map
or should I say hot :)
nate the dawg
July 28th, 2012, 09:51 PM
Update 7/25
I've finally worked out the snags in a lava/forest map I've been working on. There's nothing too fancy here, just a nice solid little map to tool around on. We've had some pretty fun fast past matches on this as the road brings you into quick combat and the lava takes out a few figures every few rounds.
Map: Smolder (http://www.heroscapers.com/community/downloads.php?do=file&id=3724)
Date Uploaded: 7/25/12
Requires: 1 RotV, 1 RttFF, 1 VW
http://www.heroscapers.com/downloads//smolder_57o.jpg
Ooh. Very nice. Like the little things (like the lava to help create a similar footprint as the big tree). I'll be trying this one soon. Thanks!
I don't have much time to try out maps anymore, but I saw this one and had to give it a shot last night. I used a Venoc-centric viper/Aubrien army (with Warlord) and my buddy used orcs (Deathchasers) with Nerak, Swogs and AGruts. Oddly enough, much of the battle took place on the slopes (on either side of the middle section of road), leaving the hero-occupied glyphs (com. att+1 and move+2) for the end-game...at which time neither of us had enough oomph left to protect our respective spots.
The match itself was pretty well-balanced, and I certainly can't complain about the map; it provides a bit of variety within its semi-defined lanes, and evenly-matched armies will often see a match which remains "anybody's game" until the end.
I'll have to give it another go (or ten:D) to really get a feel for it, but this looks like another high-quality dignan map! Thanks for sharing!
Fedex worker
July 29th, 2012, 11:30 AM
This map looks great and I'm going to try it out soon! However I do have one question, why didn't you switch the molten lava and trees that make up for the large tree on the one side? I feel like the trees should be in the middle and the lava on the sides for more equal LOS blockage
Dignan
July 29th, 2012, 03:59 PM
This map looks great and I'm going to try it out soon! However I do have one question, why didn't you switch the molten lava and trees that make up for the large tree on the one side? I feel like the trees should be in the middle and the lava on the sides for more equal LOS blockage
I just liked the way it looked with the trees apart :D. For whatever reason, my mind doesn't usually like two trees right next to each other. I think the difference in LOS blocking characteristics between the two is small enough to have virtually no effect on the game.
Hopefully you guys won't encounter any balance issues because of it.
Dad_Scaper
July 30th, 2012, 10:19 PM
Dignan, I only got to play on Smolder once, and it was a very strange game.
The map looked gorgeous on the table and play did move around quite a bit, though, notwithstanding that my opponent's entire army was (1) Dr. Doom and (2) Cyprien. Which did tend to keep things focused near wherever he happened to have his hero.
Thanks for another fine contribution to the maps of 'Scapers. I did play on a map that was not as good, and it was a fine reminder to appreciate the good ones when I get to play 'em.
Take care.
Dignan
July 31st, 2012, 07:06 AM
DS
Glad to hear that my map worked out well for you. It's always nice to hear that a map is being enjoyed by others in the hobby. Happy 'scaping :D
capsocrates
October 6th, 2012, 05:29 AM
Cage Match (played with 2 Wannoks, and sometimes played with the Thorian swapped for +1Def) has become one of my favorite maps. Meander and Smolder were both popular at recent events that I held, and Just Passing Through has been one of my favorite maps since I first laid eyes on it. Just thought you might want to know I love your maps! :D
Dignan
October 6th, 2012, 02:38 PM
Cage Match (played with 2 Wannoks, and sometimes played with the Thorian swapped for +1Def) has become one of my favorite maps. Meander and Smolder were both popular at recent events that I held, and Just Passing Through has been one of my favorite maps since I first laid eyes on it. Just thought you might want to know I love your maps! :D
Thanks! It's always great to hear back from players about my maps. Glad to hear that you are enjoying them so much. :D
Dignan
December 2nd, 2012, 08:37 PM
Update 12/2
Got a new asymmetrical map finished that I've been working of for some time. I've enjoyed playing on it quite a bit and I hope you guys like it as well.
Map: Trident (http://www.heroscapers.com/community/downloads.php?do=file&id=3836)
Date Uploaded: 12/02/12
Requires: 1 RotV, 1 RttFF, 1 FotA
http://www.heroscapers.com/downloads//trident_1bq.jpg
Dad_Scaper
December 2nd, 2012, 09:28 PM
Hey Dignan.
I really enjoyed playing on Trepidation, and I think others did too at our tournament early last month.
Here are my comments from that round along with some give and take with dok:
Savage Throwdown 11/10/12
NHSD 2012
...
Round 2:
http://www.heroscapers.com/downloads//trepidation_Oqf.jpg
DS: Major Q10, Venocs x7
Crichton: 1-4 Spartacus, Retiarus, Capuans x1, 10th Regiment x1
I confess to using a little privilege of rank here, and I made sure I had a chance to play on this interesting map.
A word about the map: It has a *huge* footprint. It was the only map that needed a table all to itself. On the other hand, it plays all across the map and really brings something different to the tournament scene. There's plenty of LoS obstruction but also open space in which range can do its thing; I highly recommend this one to the TD's with the table space.
Crichton led with his gladiators & their heroes. They proved durable as Q10 couldn't hit them for a bit, though he did get a few wounds on Spartacus from very long range with height.
Eventually, though, the gladiators had to creep across the glacier and start trying to tangle with my Venocs, who had no trouble downing them (Venocs x7) in a war of attrition (Gladiators x1). And the Venocs, with their defense already 0, laughed at Retiarus' net. "I wasn't going to roll defense dice anyway!" they said to him, in parseltongue.
Nice report.
I like the layout of Trepidation a lot, too. My one issue with it is the asymmetry of the location of the central glyph, which can have a pretty big impact. Of course, you can play without the glyphs, but in my opinion a map of this size really needs glyphs to drive the action.
Thanks.
Dok, I think it's part of Trepidation's genius that it plays well at that size without glyphs.
AV, all I ever wanted from SoV and C3V is occasional appearances. I don't want to scare or overwhelm people. KidScaper brought Incendiborgs and GO almost brought the Zombie Hulk. One was good, two would have been perfect.
I'm happy. Everyone had fun and, by a wide margin, that's the most important thing.
I had to do a lot of maneuvering to get sight lines across the map at Spartacus. It played very well. The only issue I had - though, as dok noted, I played without glyphs - is the huge footprint, which would be a problem in cramped tournament quarters.
Dignan
December 3rd, 2012, 08:41 AM
Thanks for the feedback, DS. I've enjoyed Trepidation a lot myself. The games are always very unique. The way your forces get stretched out across the entire length makes activations a really interesting process.
capsocrates
December 22nd, 2012, 02:48 PM
I have played quite a bit of Trident lately, including a version I modified slightly for 4-6 players. I enjoyed it, but it's very congested. It favors defensive play with strong screens and range. Some of the guys I played with complained that one side (the one without the big tree) was harder for double-spaced figures than the other.
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