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Dignan
December 15th, 2007, 11:50 PM
Update 4/11

Just cranked out another little map. I decided to try something a little different and mix in a road set with the swarm master. I'm not a huge fan of the road and swarm together, but I think that the rocks from the D&D set help with the appearance. Anyway, we had a good time with this one and I hope you guys do too.

Map: Marshian Crossing (http://www.heroscapers.com/community/downloads.php?do=file&id=3955)
Date Uploaded: 04/11/13
Requires: 1 SotM, 1 BftU, 1 RttFF
http://www.heroscapers.com/downloads//marshiancrossing_LrN.jpg

Map: Sprawl (http://www.heroscapers.com/community/downloads.php?do=file&id=3936)
Date Uploaded: 3/26/13
Requires: 1 RotV, 3 RttFF
http://www.heroscapers.com/downloads//sprawl_jyF.jpg

Map: Snowball Fight (http://www.heroscapers.com/community/downloads.php?do=file&id=3920)
Date Uploaded: 3/3/13
Requires: 1 RotV, 1 TT
Normal snow, normal ice
http://www.heroscapers.com/downloads//snowballfight_5gN.jpg


Map: Guerilla (http://www.heroscapers.com/community/downloads.php?do=file&id=3886)
Date Uploaded: 02/02/13
Requires: 1 SotM, 1 BftU, 1 TJ
http://www.heroscapers.com/downloads//guerilla_d5v.jpg

Map: Thy Kindness Freezes (http://www.heroscapers.com/community/downloads.php?do=file&id=3876)
Date Uploaded: 01/29/13
Requires: 1 RotV, 1 TT, 2 RttFF
http://www.heroscapers.com/downloads//kindnessfreezes_70g.jpg

Map: Immolate (http://www.heroscapers.com/community/downloads.php?do=file&id=3850)
Date Uploaded: 12/26/12
Requires: 1 RotV, 1 VW, 1 TJ
http://www.heroscapers.com/downloads//immolate_wgR.jpg

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

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

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
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

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

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

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

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/downloads//parched_y6w.jpg

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/downloads//penitence_u58.jpg

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/downloads//puddlejumper_3zv.jpg


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/downloads//shards_a67.jpg


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/downloads//denali_622.jpg

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/downloads//valorsvale_D92.jpg

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/downloads//turnnburn_011.jpg

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/downloads//umbrage_Sdd.jpg

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/downloads//remnant_sLy.jpg

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/downloads//trepidation_Oqf.jpg

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/downloads//smokey_3c7.jpg

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/downloads//barrier_VWt.jpg

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/downloads//entangled_hdn.jpg

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/downloads//guardian_qIy.jpg

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/downloads//vigilant_7vU.jpg

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/downloads//scaldron_Ol5.jpg

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/downloads//proximity3_3Uf.jpg

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/downloads//wintergreen2_YDR.jpg
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/downloads//trespasser_6AK.jpg

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/downloads//turnstile_TyZ.jpg
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/downloads//divideandconquer_11T.jpg

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/downloads//lateral_69A.jpg

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/downloads//treeline_FwT.jpg

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/downloads//shadowofthehive_nP3.jpg


Map: Trailblazer (http://www.heroscapers.com/community/downloads.php?do=file&id=2594)
Date Uploaded: 8/15
Requires: 1 RotV, 1 RttFF, 1 VW.
:utgar::utgar:Did not attain BoV.
http://www.heroscapers.com/downloads//trailblazer_Wo9.jpg

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/downloads//tippingpoint_a4B.jpg

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/downloads//jaggedcauseway_O87.jpg

Map: When Paths Cross (http://www.heroscapers.com/community/downloads.php?do=file&id=2211)
Date Uploaded: 4/14/10
Requires: 1 RotV, 1 RttFF

http://www.heroscapers.com/downloads//whenpathscross_y85.jpg

Map: Jotun's Gap (http://www.heroscapers.com/community/downloads.php?do=file&id=2208)
Date Uploaded: 4/14/10
Requires: 1 RotV, 1 BftU
:jandar::jandar::jandar::utgar::utgar:Did not attain BoV.

http://www.heroscapers.com/downloads//jotunsgap_WTe.jpg

Map: Riposte (http://www.heroscapers.com/community/downloads.php?do=file&id=2207)
Date Uploaded: 4/14/10
Requires: 1 RotV

http://www.heroscapers.com/downloads//riposte_fgb.jpg

Map: Schwerpunkt (http://www.heroscapers.com/community/downloads.php?do=file&id=2210)
Date Uploaded: 4/14/10
Requires: 1 RotV, 1 TT (normal snow, normal ice)
http://www.heroscapers.com/downloads//schwerpunkt_47P.jpg

Map: Boiling Point (http://www.heroscapers.com/community/downloads.php?do=file&id=2209)
Date Uploaded: 4/14/10
Requires: 1 SotM, 1 VW
http://www.heroscapers.com/downloads//boilingpoint_xsb.jpg

Map: Warden (http://www.heroscapers.com/community/downloads.php?do=file&id=2067)
Date Uploaded: 2/12/10
Requires: 1RotV, 1 BftU, 1 RttFF
http://www.heroscapers.com/downloads//warden_3e9.jpg

Map: Separation Anxiety (http://www.heroscapers.com/community/downloads.php?do=file&id=1876)
Date Uploaded: 11/1/09
Requires: 1 RotV, 2 TT
Rules: Heavy Snow, normal ice
http://www.heroscapers.com/downloads//separationanxiety_0e0.jpg

Map: Breach (http://www.heroscapers.com/community/downloads.php?do=file&id=1832)
Date Uploaded: 9/19/09
Requires: 1 RotV, 1 RttFF, 1 TT
Normal Snow, Normal Ice
http://www.heroscapers.com/downloads//breach_41h.jpg

Map: Wendigo (http://www.heroscapers.com/community/downloads.php?do=file&id=1811)
Date Uploaded: 9/12/09
Requires: 1 RotV, 1 RttFF, and 1 TT
Normal snow and Normal ice.
http://www.heroscapers.com/downloads//wendigo_C9G.jpg

Map: Overgrown (http://www.heroscapers.com/community/downloads.php?do=file&id=1810)
Date Uploaded: 9/12/09
Requires: 1 SotM, 1 TJ, 1 FotA Note: use the Hive base (without the Hive) for one of the six swamp water sections outside the start zone.
http://www.heroscapers.com/downloads//overgrown_XSP.jpg

Map: Ignition (http://www.heroscapers.com/community/downloads.php?do=file&id=1804)
Date Uploade: 9/09/09
Requires: 1 RotV, 1 VW
http://www.heroscapers.com/downloads//ignition_RI6.jpg

Map: Fulcrum (http://www.heroscapers.com/community/downloads.php?do=file&id=1766)
Date Uploaded: 08/29/09
Requires: 1 RotV, 1 TJ
:jandar::jandar::jandar::jandar:This map is in the BoV.
http://www.heroscapers.com/downloads//fulcrum_mB5.jpg

Map: Sentinel (http://www.heroscapers.com/community/downloads.php?do=file&id=1609)
Date Uploaded: 6/27/09
Requires: 1 SotM, 1 RttFF

http://www.heroscapers.com/downloads//sentinel_c7C.jpg

Map: Slash and Burn (http://www.heroscapers.com/community/downloads.php?do=file&id=1594)
Date Uploaded: 6/20/09
Requires: 1 RotV, 1 TJ
:jandar::utgar::utgar:Did not attain BoV.
http://www.heroscapers.com/downloads//slashandburn_ugN.jpg

Map: Fissure (http://www.heroscapers.com/community/downloads.php?do=file&id=1565)
Date Uploaded: 6/07/09
Requires: 1 RotV, 1 TT - Heavy Snow, Normal Ice

http://www.heroscapers.com/downloads//fissure_809.jpg


Map: A Heated Engagement (http://www.heroscapers.com/community/downloads.php?do=file&id=1517)
Date Uploaded: 5/20/09
Requires: 1 RotV, 1 VW

http://www.heroscapers.com/downloads//heatedengagement_j1e.jpg

Map: Just Passing Through (http://www.heroscapers.com/community/downloads.php?do=file&id=1503)
Date Uploaded: 5/19/09
Requires: 1 RotV, 1 RttFF
Did not reach BoV review.
http://www.heroscapers.com/downloads//passingthrough_A43.jpg

Map: Dramglade Crossroads (http://www.heroscapers.com/community/downloads.php?do=file&id=1377)
Date Uploaded: 4/18/09
Requires: 1 SotM, 1 FotA, and 1 TJ
http://www.heroscapers.com/downloads//dramgladecrossroads_W8z.jpg

Map: No Man's Land (http://www.heroscapers.com/community/downloads.php?do=file&id=1376)
Date Uploaded: 4/17/09
Requires: 3 RotV, 2 TJ
http://www.heroscapers.com/downloads//no%20mans%20land_5Eh.jpg

Map: A Chill in the Air (http://www.heroscapers.com/community/downloads.php?do=file&id=1293)
Date Uploaded: 3/3/09
Requirements: 1 RotV, 1 TT, 1 RttFF - Heavy Snow, normal ice.
:utgar::utgar:Did not attain BoV
http://www.heroscapers.com/downloads//chiilinair_R4E.jpg

Map: Ghosts of Thorgrim's Crossing (http://www.heroscapers.com/community/downloads.php?do=file&id=1031)
Date Uploaded: 11/15/08
Requirements: 1 RotV, 1 TT, 1 FotAK - Normal snow and normal ice

http://www.heroscapers.com/downloads//ghostsofthrogrims_096.jpg

Map: Can't see the jungle... (http://www.heroscapers.com/community/downloads.php?do=file&id=951)
Date Uploaded: 10/29/08
Requirements: 1 RotV, 2 TJ
:jandar::jandar::jandar::jandar: This map is in the BoV.
http://www.heroscapers.com/downloads//cantseejungle_EZB.jpg



Map: Striking Distance (http://www.heroscapers.com/community/downloads.php?do=file&id=950)
Date Uploaded: 10/29/08
Requirements: 1 RotV, 2 RttFF
:jandar::jandar::utgar::utgar:Did not attain BoV
http://www.heroscapers.com/downloads//striking_vh7.jpg

Map: Cryto's Maw (http://www.heroscapers.com/community/downloads.php?do=file&id=898)
Date Uploaded: 10/14/08
Requirements: 1 RotV, 2 TT

http://www.heroscapers.com/downloads//crytosmaw_p7K.jpg

Map: Dolin's Switchback (http://www.heroscapers.com/community/downloads.php?do=file&id=810)
Date Uploaded: 9/07/08
Requirements: 1 RotV, 1 TT, 1 RttFF

http://www.heroscapers.com/downloads//dolins_3n1.jpg

Map: If you can't take the heat... (http://www.heroscapers.com/community/downloads.php?do=file&id=770)
Date Uploaded: 8/03/08
Requirements: 1 SotM, 1 TJ, 1 VW
:jandar::jandar::jandar::jandar:This map is in the BoV.

http://www.heroscapers.com/downloads//canttakeheat2_gqi.jpg

Map: Ticalla Outpost (http://www.heroscapers.com/community/downloads.php?do=file&id=708)
Date Uploaded: 7/02/08
Requirements: 1 SotM, 1 FotA, 1 TJ

http://www.heroscapers.com/downloads//ticalla%20outpost_1DU.jpg

Map: In Cold Blood (http://www.heroscapers.com/community/downloads.php?do=file&id=658)
Date Uploaded: 6/24/08
Requirements: 1 RotV, 2 TT
http://www.heroscapers.com/downloads//coldblood_2R0.jpg

Map: Erosion (http://www.heroscapers.com/community/downloads.php?do=file&id=382)
Date Uploaded: 5/3/08
Requirements: 3 SotM, 3RotV, FotA ladders, extra wave tiles

http://www.heroscapers.com/downloads//erosion_89A.jpg

Map: Turnpikes and Burnpikes (http://www.heroscapers.com/community/downloads.php?do=file&id=360)
Date Uploaded: 4/27/08
Requirements: 1 RotV, 1 VW, 2 FotA

http://www.heroscapers.com/downloads//turnpikes_rW7.jpg



Map: Flash Fire (http://www.heroscapers.com/community/downloads.php?do=file&id=300)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 2 RttFF
:utgar::jandar::jandar::jandar::jandar::jandar:This map is in the BoV.

http://www.heroscapers.com/downloads//flashfire_nrJ.jpg



Map: Molten Stronghold (http://www.heroscapers.com/community/downloads.php?do=file&id=299)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 1 FotA, 1 VW

http://www.heroscapers.com/downloads//moltenstronghold_4BQ.jpg



Map: the Dam Ruins (http://www.heroscapers.com/community/downloads.php?do=file&id=298)
Date Uploaded: 4/19/08
Requirements: 5 RotV, 2 FotA

http://www.heroscapers.com/downloads//the%20dam%20ruins_3H4.jpg



Map: On Frozen Pond (http://www.heroscapers.com/community/downloads.php?do=file&id=301)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 2 TT

http://www.heroscapers.com/downloads//onfrozenpond_OG5.jpg




Map: Tripdien's Glade (http://www.heroscapers.com/community/downloads.php?do=file&id=302)
Date Uploaded:3/31/08
Requirements: 1 RotV, 2 RttFF

http://www.heroscapers.com/downloads//tripsglade_v8c.jpg

Map: Hustle Up (http://www.heroscapers.com/community/downloads.php?do=file&id=305)
Date Uploaded: 1/26/08
Requirements: 6 MS, 2 FotA
Notes: Do not put the doors on the castle gates. This map is intended to be played without the doors.
http://www.heroscapers.com/downloads//hustleup_YQA.jpg

Map: ...Keep Your Enemies Closer (http://www.heroscapers.com/community/downloads.php?do=file&id=304)
Date Uploaded: 12/15/07
Requirements: 1 MS, 1 FotA, 2 RttFF

http://www.heroscapers.com/downloads//enemiescloser_J44.jpg



Map: Divided We Fall (http://www.heroscapers.com/community/downloads.php?do=file&id=303)
Date Uploaded: 12/15/07
Requirements: 1 MS, 2 TT

http://www.heroscapers.com/downloads//divided_Vs0.jpg

Heroic Monkey
December 16th, 2007, 12:01 AM
Those are some cool maps! The first one is especially interesting with the armies separated by a wall; maybe I'll just have to give in and buy a FotA set (please go on clearance :x).

Onacara
December 16th, 2007, 12:02 AM
I love the Keep you enemies closer map...i have made several maps where the 2 sides start so close to each other but are divided by one large obstacle...good job

Nadi
December 16th, 2007, 12:59 AM
WONDERFUL maps! Those are fantastic!!!!!

moorific
December 16th, 2007, 03:17 PM
They both seem like very original maps, Keep Your Enemies Closer looks like it could make many epic battles. Nice job :up:

DrRansom
December 16th, 2007, 03:25 PM
Wow.. two really solid looking maps there..

STAROCEAN980
December 16th, 2007, 05:26 PM
Very nice! :up:

Nadom
December 16th, 2007, 09:46 PM
Brilliant! Very creative stuff. Well done, Dignan!

Aranas
December 17th, 2007, 10:19 AM
Great maps!


Aranas

Cleon
December 17th, 2007, 02:03 PM
Excellent Dignan, I'm really diggin' Divided We Fall. The other's cool and creative too.

DrRansom
December 17th, 2007, 02:28 PM
Do you ever make any 3 player maps?

Dignan
December 17th, 2007, 03:37 PM
Do you ever make any 3 player maps?

Yeah, I've made a handful of them. Three players is one of the more frequent occurances of my gaming group. I will probably polish a few up and add them to this thread. I have a decent backlog of maps on my computer that need a few parts tweaked on them before I upload them.

Dignan
January 26th, 2008, 03:46 PM
Here's my latest Map that I created the other weekend. We played a few games on it and had a good time. It uses what I like to call a "tournament foundation". In other words, it takes up about the same amount of space as a typical tournament map, is designed for the same point sized armies, but uses well beyond the typical amount of terrain.

Map: Hustle Up (http://www.heroscapers.com/community/downloads.php?do=file&id=305)
Date Uploaded: 1/26/08
Requirements: 6 MS, 2 FotA
Notes: Do not put the doors on the castle gates. This map is intended to be played without the doors.
http://www.heroscapers.com/downloads//hustleup_YQA.jpg

Dignan
March 31st, 2008, 08:57 AM
This map is one that I have generated for the upcoming Richardson Open. With that it mind, it was created for tournament play. This map breaks out into two defined sections. One side favors melee with a road and lots of LOS blockers, while the other side has open terrain and choke points to create areas for ranged units to lay down fire.


Map: Tripdien's Glade (http://www.heroscapers.com/community/downloads.php?do=file&id=302)
Date Uploaded:3/31/08
Requirements: 1 RotV, 2 RttFF

http://www.heroscapers.com/oldgallery/albums/userpics/TripsGlade.jpg

nyys
March 31st, 2008, 09:16 AM
Great stuff... I especially like Keep Your Enemies Closer.

LongHeroscaper
March 31st, 2008, 09:26 AM
This map is one that I have generated for the upcoming Richardson Open. With that it mind, it was created for tournament play. This map breaks out into two defined sections. One side favors melee with a road and lots of LOS blockers, while the other side has open terrain and choke points to create areas for ranged units to lay down fire.


Map:Tripdien's Glade (http://www.heroscapers.com/download/index.php?dlid=1494)
Date Uploaded:3/31/08
Requirements: 1 RotV, 2 RttFF

http://www.heroscapers.com/oldgallery/albums/userpics/TripsGlade.jpg

I had a very similar idea:
http://www.heroscapers.com/oldgallery/albums/userpics/The_Pine_Tree_Curtain.JPG
The map is called The Pine Tree Curtain, and it was submitted for Team tournament in Dallas. It was not chosen though, because they said it had a few choke points. I would remove the single tree between the Hive and the curtain to create a more open area there. :)

I like your maps so far. Keep Your Enemies Closer has a great idea, but the dragons would have lots of fun there :) .

Dignan
March 31st, 2008, 09:55 AM
I like your maps so far. Keep Your Enemies Closer has a great idea, but the dragons would have lots of fun there :) .

Yeah, the simple fix for that is to stagger the wall heights. But, it looks a little wonky that way. That map is more of a "fun" map than a "fair" map. A few combinations of units can really "break" it.

Dignan
April 19th, 2008, 11:17 AM
4/19/08: I have uploaded several new maps for an upcoming tournament I am hosting. Each picture speaks for itself. Hopefully you will enjoy this latest batch. We spent several weeks playtesting the maps to get "good" gameplay out of them. Enjoy.



Map: Flash Fire (http://www.heroscapers.com/community/downloads.php?do=file&id=300)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 2 RttFF

http://www.heroscapers.com/downloads//flashfire_nrJ.jpg



Map: Molten Stronghold (http://www.heroscapers.com/community/downloads.php?do=file&id=299)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 1 FotA, 1 VW

http://www.heroscapers.com/downloads//moltenstronghold_4BQ.jpg



Map: the Dam Ruins (http://www.heroscapers.com/community/downloads.php?do=file&id=298)
Date Uploaded: 4/19/08
Requirements: 5 RotV, 2 FotA

http://www.heroscapers.com/downloads//the%20dam%20ruins_3H4.jpg



Map: On Frozen Pond (http://www.heroscapers.com/community/downloads.php?do=file&id=301)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 2 TT

http://www.heroscapers.com/downloads//onfrozenpond_OG5.jpg

LongHeroscaper
April 19th, 2008, 11:56 AM
All of your new maps look really good. I am never a fan of using Castle wall without the cap, so I will leave Molten Stronghold aside :) .
In terms of balanced and playable, I like Flash Fire the most. It looks similar to Ch1can0's Little Rampage (http://www.heroscapers.com/community/downloads.php?do=file&id=284) and UPC's Highway or Dieway (http://www.heroscapers.com/community/downloads.php?do=file&id=234), but in a smaller footprint, which is excellent for tournament.
Melee units will have difficult time on Damp Ruins, I think. But the map looks great. So does On Frozen Pond.... I would replace several water tiles surrounding the central glyph by ice tiles (or snow tiles) to create a passage to cross the river more easily. I know you want the glyph to be hard to claim and hard to defense, but unless it is an important glyph, I think the area will see less play. Just my 2 cents :).

Overall, I really like the look of your new patch. I think people in the tournament will have a lot of fun playing on these map. Good jobs, Dignan! :)

R˙chean
April 19th, 2008, 12:03 PM
Overall, I really like the look of your new patch. I think people in the tournament will have a lot of fun playing on these map. Good jobs, Dignan! :)

Agreed. I am definitely looking forward to this one. Good job, Dignan.

Now I haven't played on any of the maps yet so I expect a thorough trashing on 4/26.

Dignan
April 19th, 2008, 12:33 PM
Thanks for commenting on my maps Long. I am honored that you took the time to look at each one of them and type up a great feedback post.

All of your new maps look really good. I am never a fan of using Castle wall without the cap, so I will leave Molten Stronghold aside :) .

Yeah, I'm generally not a fan of uncapped walls, but I wanted to restrict the amount of terrain I used for this map. Visually, I was going for the look of a ruined castle, which is the only reason why I even toyed with the idea of not putting caps on the walls. That said, I know that many players hate the look, so I knew I would hear about it.


In terms of balanced and playable, I like Flash Fire the most. It looks similar to Ch1can0's Little Rampage (http://www.heroscapers.com/community/downloads.php?do=file&id=284) and UPC's Highway or Dieway (http://www.heroscapers.com/community/downloads.php?do=file&id=234), but in a smaller footprint, which is excellent for tournament.

Thanks. Once I finished building this map I couldn't wait to play on it. The small footprint combined with all the roads just made it look so fast and dangerous. Our playtesting has born witness to the fact that there are no safe spots on this map. I agree with you that this one is probably the most balanced and playable.


Melee units will have difficult time on Damp Ruins, I think. But the map looks great.

This map is the one that changed the most during our month or so of playtesting. It has difficulties for several unit types. I was surprised to see how hard is was to effectively use the ranged powerhouse 4th Mass on this map. A couple of units really shine on this map: Fliers, slitherers, and Sir Gilbert (just ask DrLivingston). It's probably the least "balanced" or "fair" of the bunch, but it really changes things up (for good or for worse) and will get players to really think about their movement (I hope).

So does On Frozen Pond.... I would replace several water tiles surrounding the central glyph by ice tiles (or snow tiles) to create a passage to cross the river more easily. I know you want the glyph to be hard to claim and hard to defense, but unless it is an important glyph, I think the area will see less play. Just my 2 cents :).

Thanks for the feedback. The middle glyph is one that ends up being dominated by range (for obvious reasons). When we made the glyph too important there, a ranged army just crushed melee armies. making it easier to get to with ice is a pretty good idea. I might have to make a revision to this one. As it stands now, it's been pretty interesting to see players dance around the middle. The side passages are actually pretty melee friendly. it's difficult to bring much to bear into that area without getting too close. That said, this map is the one in our rotation that is supposed to be "range friendly" and it is.:)


Overall, I really like the look of your new patch. I think people in the tournament will have a lot of fun playing on these map. Good jobs, Dignan! :)

Thanks very much. That's the most important goal of my tournament: to have fun. I hope that all the players enjoy themselves.

Dignan
April 19th, 2008, 12:36 PM
Agreed. I am definitely looking forward to this one. Good job, Dignan.

Now I haven't played on any of the maps yet so I expect a thorough trashing on 4/26.

Glad to hear that you are looking forward to it (I can't wait). I'm pretty sure that your tournament experience and skill will keep you from getting trashed next week (I think you've played in more tournaments than the rest of the field combined :D).

Kahrma
April 20th, 2008, 11:40 PM
Nice looking maps! Can't believe I haven't poked around your map thread before. I came across Divided We Fall (http://www.heroscapers.com/community/downloads.php?do=file&id=303) while looking for a Tundra map for our next HS tourney here in KC. If we use it I'll let you know how things pan out.

S1R_ART0R1US
April 21st, 2008, 12:18 AM
I really like all these maps. Molten Stronghold looks really interesting to me, even if it doesn't have capped walls;) When I saw Divided We Fall, I swear I started to sing United we Stand. They all look great.:mrgreen:

Dignan
April 21st, 2008, 11:30 AM
Nice looking maps! Can't believe I haven't poked around your map thread before. I came across Divided We Fall (http://www.heroscapers.com/community/downloads.php?do=file&id=303) while looking for a Tundra map for our next HS tourney here in KC. If we use it I'll let you know how things pan out.

Thanks. Please keep me posted if you use Divided We Fall. We've played on it quite a bit on our game days at my place and we've always had fun on it.

Dignan
April 21st, 2008, 11:35 AM
I really like all these maps. Molten Stronghold looks really interesting to me, even if it doesn't have capped walls;) When I saw Divided We Fall, I swear I started to sing United we Stand. They all look great.:mrgreen:

Thank you very much for your kind words. With Molten Stronghold, I had two goals in mind: Use two expansions that you don't usually see together and make an asymetrical map. I've really enjoyed all the matches I've played on this one. In our playtesting ,we've seen some really interesting events transpire (like one player losing 3 minions to charred hexes after a gamble to get height advantage).

Dignan
April 24th, 2008, 03:35 PM
Just posting to let everyone know that I updated some of the older posts in between the first and last ones I made. All the links within in this thread should be working now. Please let me know if you find any bad links. Thanks.

Dignan
April 27th, 2008, 04:23 PM
4/27/08: Just uploaded my variant of one of my favorite maps in the BoV (highways and dieways). This version simply replaces the trees with walls and makes all the high ground lava. Gives a little different play to this classic map.

Map: Turnpikes and Burnpikes (http://www.heroscapers.com/community/downloads.php?do=file&id=360)
Date Uploaded: 4/27/08
Requirements: 1 RotV, 1 VW, 2 FotA

http://www.heroscapers.com/community/../downloads//turnpikes_rW7.jpg

Nadom
April 27th, 2008, 04:43 PM
Awesome! Highways and Dieways is one of my personal favorite maps ad this is a great "remix."

Now that I look at it closer, you could even put some wall walk tiles on the tops of the pillars and implement that ladder jumping mechanic that's been getting popular lately... hmmm...

Cleon
April 27th, 2008, 04:56 PM
I see you really like Highways and Dieways! I actually love it, very, very creative! I could actually consider that being BOV worthy. ;)

Dignan
April 27th, 2008, 05:16 PM
I see you really like Highways and Dieways! I actually love it, very, very creative! I could actually consider that being BOV worthy. ;)

Thank you for your kind words. Maybe the BoV could just add a link next to Maps in the display threads that link to maps like this that are variants. Just to give tournament directors a way to change up some of their favorites.

Shades fan
May 2nd, 2008, 12:54 PM
It is funny,but as soon as I saw Flash Fire,I thought it would be a good BoV map,and it was a matter of days before I was going to playtest it.
I guess someone else liked it the exact same way.

Velenne
May 2nd, 2008, 01:09 PM
How possible would it be to make Flash Fire with a SotM?

Dignan
May 2nd, 2008, 01:12 PM
It is funny,but as soon as I saw Flash Fire,I thought it would be a good BoV map,and it was a matter of days before I was going to playtest it.
I guess someone else liked it the exact same way.

Thanks for your kind words and thinking that Flash Fire is good enough to be considered that way. As you can tell from my map thread I created several maps over the course of the last month (in preparation for a tournament that I hosted) and Flash Fire was the one that really "popped" with the playtesters (and myself). We had a lot of fun playing on it and I will be interested to see how the BoV judges view it.

Dignan
May 2nd, 2008, 01:20 PM
How possible would it be to make Flash Fire with a SotM?

Hmmm, I haven't looked into that, but I don't think there is enough material in SotM to make it work. The picture is deceptive, there is actually a decent amount of elevation and material in this map. I don't think there was very much left over after I built this one.

Shades fan
May 2nd, 2008, 01:27 PM
Yeah you would need about 4 SotM's to build it.

Velenne
May 2nd, 2008, 02:06 PM
That's too bad. There's already a lot of RotV+RttFF represented in the Halls and I fear that may hurt your chances. I'm still giving it thought though.

Dignan
May 2nd, 2008, 03:23 PM
That's too bad. There's already a lot of RotV+RttFF represented in the Halls and I fear that may hurt your chances. I'm still giving it thought though.

Yeah, I know. We shall see. I felt that is plays significantly different from the other maps on the BoV. I guess the judges will have to decide if the map offers different enough gameplay to warrant further investigation. Maybe tournament directors that have seen Highways and Dieways one too many times might enjoy a fresh map that has the same requirements.

In any event, thanks for at least giving my map some thought. You guys have done a wonderful job with the BoV and I shall maintain that stance even if my maps get rejected. :D

Dignan
May 3rd, 2008, 12:02 PM
5/3/08: Just added my latest 5+ master set map. Again, this map fits what I like to call the tournament "footprint", meaning that despite it's high material requirements it takes up the same space as your average tournament map and plays in a similar time frame. This map came from my enjoyment of the swamp tiles mixed with the sand tiles. It's actually a very sturdy creation despite it's looks. All the "bridges" can hold any figure without any bending or moving. We had a lot of fun playtesting this one. Hope you enjoy.

Map: Erosion (http://www.heroscapers.com/community/downloads.php?do=file&id=382)
Date Uploaded: 5/3/08
Requirements: 3 SotM, 3RotV, FotA ladders, extra wave tiles

http://www.heroscapers.com/community/../downloads//erosion_89A.jpg

DrLivingston
June 3rd, 2008, 12:00 AM
CONGRATULATIONS!

Pretty suh-weet getting into the B O V!

Great map-my favorite from your tournament.

Dignan
June 3rd, 2008, 08:18 AM
CONGRATULATIONS!

Pretty suh-weet getting into the B O V!

Great map-my favorite from your tournament.

Thanks. I'm really excited about Flash Fire making it into the BoV. I'm glad to hear that everyone liked it as much as they did.

Dignan
June 24th, 2008, 07:50 PM
6/24: New map after a long lapse due to making MoPs. This is a map generated that combines two of my favorite things: 1. The tundra expansion and 2. an asymmetrical layout. Personally, I love the way this map looks when set up and it's really neat to play on. Enjoy.

Map: In Cold Blood (http://www.heroscapers.com/community/downloads.php?do=file&id=658)
Date Uploaded: 6/24/08
Requirements: 1 RotV, 2 TT
http://www.heroscapers.com/downloads//coldblood_2R0.jpg

HokshilaTo
June 24th, 2008, 08:40 PM
It's always good to see a new map from you. I'll be setting this one up soon. It looks like a great map...

Shades fan
June 24th, 2008, 08:45 PM
I was able to play on Erosion.

- It is a very creative map, most units find themselves playing Hid and Seek in the mounds, which is a good thing. Very fun map, and if I had enough sets, i would use it at my tournament. I could see an awesome capture the flag type scenario on this map. :thumbsup:
I'm going to try to get a couple games on your newest one.:)

Dignan
June 24th, 2008, 11:06 PM
It's always good to see a new map from you. I'll be setting this one up soon. It looks like a great map...

Thanks. I'm glad that you've enjoyed some of my maps. I hope you have fun with this one.

Dignan
June 24th, 2008, 11:12 PM
I was able to play on Erosion.

- It is a very creative map, most units find themselves playing Hid and Seek in the mounds, which is a good thing. Very fun map, and if I had enough sets, i would use it at my tournament. I could see an awesome capture the flag type scenario on this map. :thumbsup:
I'm going to try to get a couple games on your newest one.:)

Cool, glad to hear you were able to play on it. I found erosion to be very interesting. There is a fun interplay of fliers and non-fliers on this map. I've had several nifty games on this one. We almost used this in a tournament that I ran in Texas a few months ago. I will probably use it in a future tournament just to keep players off balance.

Thanks for the feedback. Be sure to let me know how games go on In Cold Blood if you get a chance to play on it.

nyys
June 25th, 2008, 07:24 AM
Thanks for the feedback. Be sure to let me know how games go on In Cold Blood if you get a chance to play on it.

Nice looking map, it even made me feel a chill. :?

Velenne
June 25th, 2008, 08:42 AM
"In Cold Blood" - great looking map, Dignan! Lots of theme and choices, which I like, and an economy of tiles. I have two questions:

- What tundra rules do you recommend?
- Would it be possible to fit the starting zones a little better to the map to reduce the size, or was that intentional in the design?

Dignan
June 25th, 2008, 08:59 AM
- What tundra rules do you recommend? Well, I almost always play with light snow and normal ice. Everyone once in awhile I make a map specifically for slippery ice, but that is not the case with this one. I play normal snow and normal ice on In Cold Blood. - Would it be possible to fit the starting zones a little better to the map to reduce the size, or was that intentional in the design? It is possible to swing the starting zones around a little bit. I was just trying to make a more dynamic looking map. The footprint of it is rather different from the other maps I've created and I like that. I think it gives the illusion of the players being farther apart than they actually are. All that said, from a gameplay standpoint, I see nothing wrong with rotating the start zones a bit and making the map a little more friendly to table space.

DrLivingston
June 25th, 2008, 10:37 PM
Will we see this on a Tuesday night? Soon?

Have you played it much? What happened?

Can I ask another question?

At first glance it doesn't seem so footsloggin' melee friendly. But after staring at it a while, I'm realizing how good the Glaciers are set to block LOS. So maybe the MacDirks have a chance on this map?

Looking forward to trying it out.

Dignan
June 26th, 2008, 08:45 AM
Will we see this on a Tuesday night? Soon?

Yeah, I'll have it up for Tuesday evening.

Have you played it much? What happened?

It's been played on a handful of times. I've actually had it up since the MoP practice event at my house a month ago. It's always been a good time. The glaciers have really surprised people on this one.

Can I ask another question?

no

At first glance it doesn't seem so footsloggin' melee friendly. But after staring at it a while, I'm realizing how good the Glaciers are set to block LOS. So maybe the MacDirks have a chance on this map?

Well the McDirks have the same chance they ever have. It's acutally pretty melee friendly. It's even friendlier if that melee happens to fly (minions and sentials).

DrLivingston
June 26th, 2008, 05:13 PM
I was thinking about 2 of your maps...

Map: Turnpikes and Burnpikes (http://www.heroscapers.com/community/downloads.php?do=file&id=360)
Date Uploaded: 4/27/08
Requirements: 1 RotV, 1 VW, 2 FotA

http://www.heroscapers.com/downloads//turnpikes_rW7.jpg



Map: Molten Stronghold (http://www.heroscapers.com/community/downloads.php?do=file&id=299)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 1 FotA, 1 VW

http://www.heroscapers.com/downloads//moltenstronghold_4BQ.jpg


...and how you used topless castle pieces. While I think that's fine, it is against the official rules.

Which is preventing me from nominating Molten Stronghold to the BOV.

So I was thinking you could top the castle pieces and then put molten lava on top. The lava looks a little odd, but with battlements wrapped all the way around I think it looks fine. I did this on a map called Signal Fires to make, well, a signal fire. I think it could work fine for your maps as well.

You would need to add another lava set to Molten Stronghold or really tweak it to get the molten tiles you need, but burnpikes should be easily enough to adapt.

Here is a picture of what I am talking about:

http://i106.photobucket.com/albums/m272/rlewickirlewicki/STpic1.jpg

Dignan
June 29th, 2008, 05:24 PM
...and how you used topless castle pieces. While I think that's fine, it is against the official rules.

Which is preventing me from nominating Molten Stronghold to the BOV.

You would need to add another lava set to Molten Stronghold or really tweak it to get the molten tiles you need, but burnpikes should be easily enough to adapt.



Yeah, I might work on tweaking Molten Stronghold for the BoV. I would have to squeeze it a bit to find tile to use for the wall toppers. I might find a solution in there. I'm really happy with the layout overall and it is probably worth a shot.

Turnpikes is a different story. It would be easy enough to top off the walls, but the build uses two FotA which is against the BoV guidelines.

STAROCEAN980
June 29th, 2008, 06:29 PM
I think it's against the rules to have battlemets attached to lava/water/ice/Swater pieces. Though that may not be true. I believe another BoV nominie map had to be altered because it did that.

DrLivingston
June 29th, 2008, 11:13 PM
I thought the problem was that he had uncapped castle walls at first.

The only thing about not be able to work with lava is:

Walls cannot "sit on water or other tiles considered to have no height." (p.2 of the castle rules.)

However all it says about building with battlements is that they "are structures that may be added to Wall Walks or hex shaped tiles such as grass, rock, or sand." (p.3)

Molten lava is a hex shaped tile and the prohibition about tiles with no height is not mentioned.

So, I figure, it's okay.

R˙chean
June 29th, 2008, 11:41 PM
I don't recall rejecting a map because battlements were placed on zero level tiles, mainly becasue I don't recall one being submitted that way. Reviewing the castle rules, it doesn't say you can or can't so I am not sure how we would rule it. I suspect we would have to review and probably engage some people on the inside for their input. (theguru, GB, truth, etc..)

We have rejected maps that had uncapped wall pieces, and will continue to do so because the rules clearly state you must have wall walk pieces a top wall section pieces.

On that note, it isn't a matter of us agreeing with the rule. It is a matter of it being the rule. BoV aspires to provide maps reviewed and approved that follow the rules. Sometimes we have to make concessions or special considerations. Uncapped fortress wall pieces is not one of the situations; they must be capped.

Dignan
July 2nd, 2008, 06:03 PM
7/2: I finally got around to posting one of my jungle maps. We've had a good time playing on this one. I enjoyed both the look and the play on it. Hope you do too.

Map: Ticalla Outpost (http://www.heroscapers.com/community/downloads.php?do=file&id=708)
Date Uploaded: 7/02/08
Requirements: 1 SotM, 1 FotA, 1 TJ

http://www.heroscapers.com/community/../downloads//ticalla%20outpost_1DU.jpg

Raudulfr Shieldcrusher
July 2nd, 2008, 06:09 PM
I really liked Erosion and Flash Fire. We played a few games on both maps and they played well. Good work!

Dignan
July 3rd, 2008, 08:35 AM
I really liked Erosion and Flash Fire. We played a few games on both maps and they played well. Good work!

Great, glad to hear it. I'm really jazzed that you were able to play on Erosion. It's one of my favorite maps. My friends and I had a really fun time playing on it just because it was so different.

Thanks for the compliment and the feedback. :)

Ch1can0
July 3rd, 2008, 08:45 AM
Hi Dignan,

Ticalli Outpost looks intereesting, i don´t see many small maps around with just 1 tj, must need 2 sets or more. As i only have one and the map looks cool i want to try it out. Don´t have sotm, but i could try to build it with the old ms.

Bye, Ch1can0.

Raudulfr Shieldcrusher
July 3rd, 2008, 09:41 AM
I really liked Erosion and Flash Fire. We played a few games on both maps and they played well. Good work!

Great, glad to hear it. I'm really jazzed that you were able to play on Erosion. It's one of my favorite maps. My friends and I had a really fun time playing on it just because it was so different.

Thanks for the compliment and the feedback. :)

Yeah, Erosion was fun to play on. My favorite part was the LOS blockers built right into the map itself. Lots of nooks and crannies. But, man, did it take forever to build! I did make one slight modification. I added clips to the underside of the "bridges" for more strength. My reason was for transportation though.

That map probably saw about 10-12 games before I took it apart. When I build something that takes a while, I tend to use longer.

nyys
July 3rd, 2008, 11:45 PM
Just built Erosion... it's beautiful! Can't wait to play on it.

Dignan
August 3rd, 2008, 05:30 PM
8/3: Well, here is a fun little map I generated a few weeks ago. We've had a lot of fun playing on this. I actually didn't think that this map was all that great when I built it, but it's actually been really interesting to play on. Hopefully you'll find it as fun as we have.

Map: If you can't take the heat... (http://www.heroscapers.com/community/downloads.php?do=file&id=770)
Date Uploaded: 8/03/08
Requirements: 1 SotM, 1 TJ, 1 VW

http://www.heroscapers.com/downloads//taketheheat_tPZ.jpg

Shades fan
August 3rd, 2008, 05:54 PM
Very very intresting map. I will be intrested to see how this one plays.I would really like to start playing this one!It looks amazing!Plus it's been a while since I've played a Fire map!:thumbsup:

Nadom
August 4th, 2008, 11:10 AM
Ooh... molten lava next to the starting zones... glyphs on lava field... high ground is difficult to take & maintain... jungle protecting low-ground... I think I like everything about this.

Tell me one thing, though... were those little single spaces of molten lava on the sides of the map just bullseyes for Jotun to throw people in? ('cause I'd totally be ok with that :) )

Shades fan
August 6th, 2008, 04:00 PM
Ok, I was able to play one game on this one, and i must say it's a very fun map.
It reminds me a lot of Hot heights, where you can't stay in one place to long, and if you want to win, you need to take risks!

Great fun map.:thumbsup:

Dignan
August 6th, 2008, 04:07 PM
Ok, I was able to play one game on this one, and i must say it's a very fun map.
It reminds me a lot of Hot heights, where you can't stay in one place to long, and if you want to win, you need to take risks!

Great fun map.:thumbsup:

Thanks for the feedback. Glad to hear that you enjoyed it. We had a lot of fun dashing around the map. This one really seemed to make us pay attention to our order markers (a little more so than usual). There seemed to be a lot more risk taking when we played on this map.

Dignan
August 6th, 2008, 04:09 PM
Ooh... molten lava next to the starting zones... glyphs on lava field... high ground is difficult to take & maintain... jungle protecting low-ground... I think I like everything about this.

Tell me one thing, though... were those little single spaces of molten lava on the sides of the map just bullseyes for Jotun to throw people in? ('cause I'd totally be ok with that :) )

To be honest, I just added them there to balance the coloring of the map. For some reason, my eye enjoyed having the dash of red there. But the Jotun side effect is something I enjoy as well. Let me know if you get a chance to play on it.

Ugly-Caco
August 7th, 2008, 01:56 AM
Turnpikes and Burnpikes! Nice rendition of Highways and Dieways. :thumbsup:

Dam Ruins looks kickass to play with. Aesthetically, it looks awesome.

Dignan
August 7th, 2008, 06:51 PM
Turnpikes and Burnpikes! Nice rendition of Highways and Dieways. :thumbsup:

Thanks. Highways and Dieways is one of my favorite maps and I thought it would be fun to have lava on all the high ground. It makes for a very fun and fast map.


Dam Ruins looks kickass to play with. Aesthetically, it looks awesome.

Yeah, the Dam Ruins was a favorite at a tournament I hosted back in March. It's very different and is a challenge for a lot of armies to play on.

DeadEye
August 7th, 2008, 06:55 PM
intersting map!
i would have to say I love most Lava maps, i just love the strategy it takes to play them!

DeadEye

Dignan
September 7th, 2008, 04:19 PM
9/7: I finally got around to uploaded a map I made awhile back. This one uses one of my favorite terrain combinations (1 TT + 1 RttFF). This is a pretty fun little guy. I recommend to play with slippery ice and normal snow.

Map: Dolin's Switchback (http://www.heroscapers.com/community/downloads.php?do=file&id=810)
Date Uploaded: 9/07/08
Requirements: 1 RotV, 1 TT, 1 RttFF

http://www.heroscapers.com/community/../downloads//dolins_3n1.jpg

S1R_ART0R1US
September 7th, 2008, 05:17 PM
Man, this one's a beaut. Even the starting zones look awesome. I also like how the raod has lots of curves in it to offset its height advantage and usefulness in getting closer to the enemy.

Shades fan
September 7th, 2008, 08:23 PM
Amazing!:D

Nadom
September 8th, 2008, 01:45 AM
Dolin's Switchback is awesome! I have a strong feeling it'll have a solid showing at NHSDs across the country.

Dignan
September 8th, 2008, 08:35 AM
Man, this one's a beaut. Even the starting zones look awesome. I also like how the raod has lots of curves in it to offset its height advantage and usefulness in getting closer to the enemy.

Thanks. What I've really enjoyed about this one is how the high road draws a lot of attention, but has limited lines of sight off of it. Skirmishes often spill off onto either side of the road as people try to shoot enemies around the glyphs.

Amazing

Thanks for the kind word. :)


Dolin's Switchback is awesome! I have a strong feeling it'll have a solid showing at NHSDs across the country.


I will be flattered if it does. I'd also love to hear any feedback from any events that use it.

DrLivingston
September 15th, 2008, 03:12 PM
Dolin's does look very nice--I can't believe I missed this one on Tuesday night.

But the reason I'm posting is to nudge you into putting up all of those sweet 3 and 4 player maps you designed for the North Texas Shootout.

So, nudge nudge.

Nudge.

R˙chean
September 15th, 2008, 03:50 PM
Dolin's does look very nice--I can't believe I missed this one on Tuesday night.

But the reason I'm posting is to nudge you into putting up all of those sweet 3 and 4 player maps you designed for the North Texas Shootout.

So, nudge nudge.

Nudge.

You mean those maps with freaking 4 Defense +1 glyphs on them? I heard about those and the logic behind them that if you just control your region of the board there isn't a problem. I would think the rich just get richer with such a set up. "Horray! I beat the snot out of the guy next to me and I took his defense glyph now I have 2!!!"

I think that is a bad idea but I shall play on one before I post that I know it is a bad idea. :twisted:

Dignan
September 15th, 2008, 04:54 PM
You mean those maps with freaking 4 Defense +1 glyphs on them? I heard about those and the logic behind them that if you just control your region of the board there isn't a problem. I would think the rich just get richer with such a set up. "Horray! I beat the snot out of the guy next to me and I took his defense glyph now I have 2!!!"

I think that is a bad idea but I shall play on one before I post that I know it is a bad idea. :twisted:

We've played with a lot of various glyph combinations. With the multiplayer setup, we've experimented with multiple glyphs so that a given start zone isn't preferable to another. I think that we've moved away from multiple defense glyphs. It really wasn't a problem, because once a player got two, it pretty much ensured that player would be teamed on. Plus, the glyphs are very difficult to hold on most of these maps (you are generally open to fire from two or three players at a given location). That said, I think that we've found some better glyph combinations.

Anyway, that discussion can continue on the North Texas Shootout thread. I'll post some of the maps up here shortly.

rym
September 26th, 2008, 08:59 PM
Dignan, CheddarLimbo and I tested out Dolin's Switchback today. I so wanted to find something, anything, wrong with this map, so that it wouldn't feed the ego behind the creation (I've been hanging around DrL too long), but...

in all seriousness, this truly is one of the finer maps I've played on. Fantastic job and design. It's not truly symmetrical - and yet, it's balanced for melee and ranged -which makes it even that more awesome.

I don't know how you do it.

Kudos Dignan. Truly.

Dignan
September 27th, 2008, 08:46 AM
Dignan, CheddarLimbo and I tested out Dolin's Switchback today. I so wanted to find something, anything, wrong with this map, so that it wouldn't feed the ego behind the creation (I've been hanging around DrL too long), but...

in all seriousness, this truly is one of the finer maps I've played on. Fantastic job and design. It's not truly symmetrical - and yet, it's balanced for melee and ranged -which makes it even that more awesome.

I don't know how you do it.

Kudos Dignan. Truly.

Thanks man. Glad to hear that you guys enjoyed playing on it. We played on it a lot this week and had some great games too. I am really happy with how this one plays for ranged and melee also.

CheddarLimbo
September 27th, 2008, 09:28 AM
Dignan, CheddarLimbo and I tested out Dolin's Switchback today. I so wanted to find something, anything, wrong with this map, so that it wouldn't feed the ego behind the creation (I've been hanging around DrL too long), but...

in all seriousness, this truly is one of the finer maps I've played on. Fantastic job and design. It's not truly symmetrical - and yet, it's balanced for melee and ranged -which makes it even that more awesome.

I don't know how you do it.

Kudos Dignan. Truly.

Thanks man. Glad to hear that you guys enjoyed playing on it. We played on it a lot this week and had some great games too. I am really happy with how this one plays for ranged and melee also.

Chiming in here - Yes, Switchback was a lot of fun. It has many options for tactical advantage, but it was a challenge to navigate at some points too. Sometimes it seemed like I was playing against the map as much as rym.

I think some people aren't going to like it as much for the same reasons. It presents many opportunities to screw yourself up with mistaken placement, or blocking your own LOS, accidentally covering up that one Road space you needed for later in the round, etc. Playing on that map requires significant foresight and careful planning and that's going to bog some folks down.

rym
October 13th, 2008, 06:44 PM
Dignan - I've had this urge to play on Erosion for many weeks now since I first saw that map. I got a chance today (I know, we're supposed to be focusing on NHSD maps, but I needed a break) and I have to say, that map is awesome!

It looks better in person than VS gives it credit for. It was a lot more fun than I realized or thought it would be.

So allow me to feed the ego and say, fantastic map, my man. :p

Dignan
October 13th, 2008, 06:55 PM
Dignan - I've had this urge to play on Erosion for many weeks now since I first saw that map. I got a chance today (I know, we're supposed to be focusing on NHSD maps, but I needed a break) and I have to say, that map is awesome!

It looks better in person than VS gives it credit for. It was a lot more fun than I realized or thought it would be.

So allow me to feed the ego and say, fantastic map, my man. :p

I jazzed that you got a chance to play on it. That's one of my favorite maps and I'm afraid that it doesn't get the play it deserves because of the high terrain requirements.

I loved the way it looked when I built it and you're right about it looking much better in person than VS. I really couldn't get the image I wanted out of VS, but oh well. It took a little tweaking to get the play a little better on it, but I think it's pretty fun now. We've had a lot of great battles on it. I think it might be the "weird" map that I use for next year's Richardson Open.

Anyway, thanks for the feedback. My ego knows no bounds :)

Sokol
October 13th, 2008, 09:09 PM
Nice maps, Dignan!

Dignan
October 14th, 2008, 10:55 PM
10/14: Well, there has been a recent call for small maps and irregular start zones, so I started working on the following map. I really dig the way it came out and I think that I will continue to pursue smaller maps. Hopefully players find that this map fits the needs they were looking for in a small map. Enjoy.

Map: Cryto's Maw (http://www.heroscapers.com/community/downloads.php?do=file&id=898)
Date Uploaded: 10/14/08
Requirements: 1 RotV, 2 TT

http://www.heroscapers.com/community/../downloads//crytosmaw_p7K.jpg

Dignan
October 29th, 2008, 10:18 PM
10/29: Well, I've been working on a pair of maps for awhile that both shared unique start zones. My goal with these two maps is to challenge players as soon as they approach the game by forcing them into tough choices for deployment. I also wanted to put start zones in proximity to other zones in order to really challenge players on their initial order marker placement. You'll have to be the judge of how well I succeeded at my goal, but hopefully you enjoy them maps.

Map: Can't see the jungle... (http://www.heroscapers.com/community/downloads.php?do=file&id=951)
Date Uploaded: 10/29/08
Requirements: 1 RotV, 2 TJ

http://www.heroscapers.com/community/../downloads//cantseejungle_EZB.jpg



Map: Striking Distance (http://www.heroscapers.com/community/downloads.php?do=file&id=950)
Date Uploaded: 10/29/08
Requirements: 1 RotV, 2 RttFF

http://www.heroscapers.com/community/../downloads//striking_vh7.jpg

DrLivingston
October 29th, 2008, 11:45 PM
That's it?

Where's the 3/4 player 'Shoot Out maps!

Come on, man!

Arrrrrgh!

Well I played on the first one, and it was pretty darn good. The deployment zones in the center were very interesting. So were the 2 single space spots bordering the lake.

None of them worked like I thought they would at first glance.

I love the split up deployment idea that you ,<cough>ripped off <cough> from gamebear. Or Chicano. One of those map geniuses.

Any way you've really pushed the idea here, and I like it.

Anything that makes players think differently/challenges them in a new way is a good thing, I think.

CheddarLimbo
October 29th, 2008, 11:59 PM
I'm liking these a lot. One of my favorite "official" maps is the really long one that came in the Volcarren Wasteland book that used three zones and multiple starting zones.

Edit: I also like the idea of these maps in conjunction with a draft and trying to figure out where to place your figures to discourage the placement of the figures your opponent hasn't committed to yet.

LongHeroscaper
October 30th, 2008, 12:59 AM
I like your two new maps a lot! I will surely try them :) .

By the way, we used If you can't take the heat in our tournament. The only complaint that we had was the two bushes on level 2 that were attached to the swamp water tiles were not stable. Besides that, the map played out quite nice :) . Thanks for the map!

Dignan
October 30th, 2008, 08:19 AM
That's it?

Where's the 3/4 player 'Shoot Out maps!




I started a new thread for those maps. I even linked it in the Texas Shootout map thread. I guess next time I'll have to call you to tell you where it is...

Dignan
October 30th, 2008, 08:23 AM
I like your two new maps a lot! I will surely try them :) .


Cool, be sure to let me know what you think of them after playing them.
By the way, we used If you can't take the heat in our tournament. The only complaint that we had was the two bushes on level 2 that were attached to the swamp water tiles were not stable. Besides that, the map played out quite nice :) . Thanks for the map!

Yeah, those two bushes bothered me too. With the SotM master set, you get such a limited amount of terrain and so much of it is 7 hexers, that it can be difficult to get the exact shapes you need. When I was building that map I felt that I really needed cover at those to locations and the easiest way to get there was with two swamp water tiles. It's not a great solution and I might go back and revisit the terrain to see if I can squeeze out the hexes I need to make it more stable.

SuperflyTNT
October 31st, 2008, 06:25 PM
Hey Dignan, just wanted to drop a line of feedback on Ticalla Outpost.

First, I love the design both aesthetically and for purposes of playability. I found the map to allow for fast play, fast engagements, and lots of fun, in general.

The only units that I have played thus far that seem to have a true advantage are the Templar Knights due to the tremendous speed on the roads and the Krav Agents, whom I have never lost a match with on this map - those spires are perfect for the KMA.


That being said, excellent job on the map!

Dignan
November 1st, 2008, 09:56 AM
Hey Dignan, just wanted to drop a line of feedback on Ticalla Outpost.

First, I love the design both aesthetically and for purposes of playability. I found the map to allow for fast play, fast engagements, and lots of fun, in general.

The only units that I have played thus far that seem to have a true advantage are the Templar Knights due to the tremendous speed on the roads and the Krav Agents, whom I have never lost a match with on this map - those spires are perfect for the KMA.


That being said, excellent job on the map!

Thanks for the feedback. It is always great to hear people's experiences with a map (both good and bad). Glad to hear that you enjoyed the map.

NecroBlade
November 1st, 2008, 01:28 PM
Wow, again, nice maps! We used Flash Fires as FF1.5 and I'm a fan. I'll have to download some more. 8)

Dignan
November 1st, 2008, 04:35 PM
Wow, again, nice maps! We used Flash Fires as FF1.5 and I'm a fan. I'll have to download some more. 8)

Cool, glad to hear you liked it. Let me know how you enjoy any others you try.

Hedge Knight
November 7th, 2008, 09:58 AM
I got a chance to play on both Striking Distance and Can't see the Jungle last night. They are both fantastic!

There are lots of little design brilliancies here, and the terrain use is simply masterful. It's not immediately obvious from the images, but the start zones are color-coded--all visible sand spaces are one zone, all visible rock spaces are the other. Probably a vital thing on maps with spread out start zones, but nevertheless, it's a good example of the care that went into making these maps, and something that helps put these maps over the top aesthetically.

Because of how close some start zones are to each other, my friend and I decided to alternate deploying one card's worth of figures at a time until all our figures were placed. This added yet another layer of strategy to the game--who to place first, how to counter an enemy deployment, etc. A very welcome new angle on the game, and something which arguably shifts the balance from "luck of the dice" towards "clever strategic thinking."

All areas of the maps saw action, with lots of movement options and tough decisions. Wonderful use of height, LOS blockers, jungle terrain...really, these are beautiful, masterful maps. The start zones are really the "star" feature, and I can't say enough about how fun and refreshing they are. You may not the first to do it, Dignan, but you certainly raised the bar in terms of what can be done with start zones.

I'd like to start some BoV buzz for these maps! The 24-space start zone, the terrain requirements...all work for BoV. These maps are beautiful, innovative, challenging from the start, and very exciting contributions to the community. Great work, and thank you Dignan!

Dignan
November 7th, 2008, 01:56 PM
I got a chance to play on both Striking Distance and Can't see the Jungle last night. They are both fantastic!

Cool, I'm glad you enjoyed gaming on them
There are lots of little design brilliancies here, and the terrain use is simply masterful. It's not immediately obvious from the images, but the start zones are color-coded--all visible sand spaces are one zone, all visible rock spaces are the other. Probably a vital thing on maps with spread out start zones, but nevertheless, it's a good example of the care that went into making these maps, and something that helps put these maps over the top aesthetically.I'm glad that you liked this feature (color coding the start zones). I felt that it was vital to the design when I started working on these maps. I always want the start zones to be as obvious to the players as possible so that it doesn't bog down the start of the game.
Because of how close some start zones are to each other, my friend and I decided to alternate deploying one card's worth of figures at a time until all our figures were placed. This added yet another layer of strategy to the game--who to place first, how to counter an enemy deployment, etc. A very welcome new angle on the game, and something which arguably shifts the balance from "luck of the dice" towards "clever strategic thinking." Great to hear. I'm sure that some people will naturally have an aversion to the nature of these maps, but I'm glad to see you saw the start zones as a layer to the strategy of the game. I was hoping that players would be forced to start making tough choices as soon as they started deploying and it sounds like this was the case with you guys.
All areas of the maps saw action, with lots of movement options and tough decisions. Wonderful use of height, LOS blockers, jungle terrain...really, these are beautiful, masterful maps. The start zones are really the "star" feature, and I can't say enough about how fun and refreshing they are. You may not the first to do it, Dignan, but you certainly raised the bar in terms of what can be done with start zones.

I'd like to start some BoV buzz for these maps! The 24-space start zone, the terrain requirements...all work for BoV. These maps are beautiful, innovative, challenging from the start, and very exciting contributions to the community. Great work, and thank you Dignan!Thanks for the great feedback. I'm really glad to hear comments about these two maps, as they obviously range out into a frontier that is new to my mapmaking. It sounds like my design intentions for the map played out as I wanted them and (more importantly) resulted in refreshing and fun games for you. My main goal with these two maps was to increase the variety of map design and have fun doing it.

Dignan
November 15th, 2008, 04:47 PM
11/15: Well, I decided that I wanted to work on a map with only one tundra and one castle set. I just started messing around with the terrain and out popped this little map. I like how compact it is and yet it doesn't feel like the armies start off on top of each other. I also really like the way this one looks once it's built. Hope you enjoy it.

Map: Ghosts of Thorgrim's Crossing (http://www.heroscapers.com/community/downloads.php?do=file&id=1031)
Date Uploaded: 11/15/08
Requirements: 1 RotV, 1 TT, 1 FotAK - Normal snow and normal ice

http://www.heroscapers.com/community/../downloads//ghostsofthrogrims_096.jpg

Shades fan
November 15th, 2008, 04:50 PM
11/15: Well, I decided that I wanted to work on a map with only one tundra and one castle set. I just started messing around with the terrain and out popped this little map. I like how compact it is and yet it doesn't feel like the armies start off on top of each other. I also really like the way this one looks once it's built. Hope you enjoy it.

Map: Ghosts of Thorgrim's Crossing (http://www.heroscapers.com/community/downloads.php?do=file&id=1031)
Date Uploaded: 11/15/08
Requirements: 1 RotV, 1 TT, 1 FotAK - Normal snow and normal ice

http://www.heroscapers.com/community/../downloads//ghostsofthrogrims_096.jpg
Wow, I really really like the look of this one. I'll have to try it out.:D

NecroBlade
November 15th, 2008, 04:51 PM
I like how compact it is and yet it doesn't feel like the armies start off on top of each other. I also really like the way this one looks once it's built. Hope you enjoy it.Agreed, and agreed. I also like that you can take a "back way" of sorts across the river with relative quickness. Nicely done.

CheddarLimbo
November 15th, 2008, 04:59 PM
Good usage of ruins and battlements, as well Dignan.

Ugly-Caco
November 15th, 2008, 09:10 PM
Wow...Erosion is an amazing looking map! Dignan your maps are great! Shotgun starting area is a great idea. :D

Cleon
November 15th, 2008, 10:32 PM
I love the name, style (sets), and size of Ghost Of Thorgrim's Crossing. +rep for not only that map but all of yours!

Raudulfr Shieldcrusher
November 15th, 2008, 11:08 PM
Wow...Erosion is an amazing looking map! Dignan your maps are great! Shotgun starting area is a great idea. :D

You should build it and play on it. It is a really fun map. I think I've played on Erosion about 6-7 times and it never got old.

Dignan
November 16th, 2008, 10:43 AM
Wow, I really really like the look of this one. I'll have to try it out.:D
Thanks. Let me know how the games go if you do play on it.

I also like that you can take a "back way" of sorts across the river with relative quickness. Nicely done.
Yeah, I was trying to make sure that there were several viable ways out of the start zones. It's tough to see from the picture, but there are three paths up to the right and two paths up across the river.

Good usage of ruins and battlements, as well Dignan.

Thanks Cheddar. I am always looking for different ways to use the ruins. I always love placing battlements on my maps. It gives the mapmaker a way to dictate certain paths to the players and make the map a little more interesting (hopefully). Plus, I think they make maps look pretty sweet.

Wow...Erosion is an amazing looking map! Dignan your maps are great! Shotgun starting area is a great idea. :grin:
Thanks man. Erosion is one of my favorite maps as far as looks go. Everytime someone sees it built for the first time, they always comment about how cool it looks. Also, I think the shotgun starts are fun, too. I have been using them more in my maps as a way to keep things fresh.

I love the name, style (sets), and size of Ghost Of Thorgrim's Crossing. +rep for not only that map but all of yours!
Thanks. I'm always jazzed to hear someone likes my names for maps. I try to take some time on them and give the map a little character. I really liked the one that popped into my head after I built this one. It just felt like an old bridge outpost that had seen many battles and had many ghosts.

P.S. I would love to hear back about any of my maps if you guys happen to play on them.

Sup3rS0n1c
November 16th, 2008, 11:52 AM
Doesn't Hustle Up use 2 RttFF too, because of the bridge walls? I like all of your maps though, especially Keep Your Enemies Closer. The concept of it is completely innovative. Keep up the good work! :thumbsup:

Dignan
November 16th, 2008, 12:15 PM
Doesn't Hustle Up use 2 RttFF too, because of the bridge walls?
You are absolutely right. I forgot that I added those. They are really just there for looks, but you technically need them as I have built it. Nice catch.

I like all of your maps though, especially Keep Your Enemies Closer. The concept of it is completely innovative. Keep up the good work! :thumbsup:Thanks man. We've had a lot of fun playing Keep your enemies closer. However, it can be a complete drag if someone brings a dragon. Otherwise, it makes for a pretty interesting game.

Cleon
November 16th, 2008, 01:19 PM
Just a quick comment, Hustle Up reminds me of a level from one of my top favorite games "Frogger: He's Back!" for PS1, since it sort of resembles a sewer-like design.

(A lot of people's maps remind me of the game ;) )

Dignan
November 19th, 2008, 09:03 AM
There has been a little banter about "Can't see the Jungle..." in the BoV thread and I thought I share a little more about my design philosophies and the decisions I made with this map. These little points are not meant to say who is right or wrong about certain elements, simply to express my feelings about this map and my approach to gameplay with it.

The first point of contention with this map is the proximity of start zones to opponent's zones and the scattered nature of them. Some players will argue that they like to move their army out of a bunched start zone toward their opponent in a very uniform way. These players may see this maps start zones as detrimental to the way they like to play the game. I don't think that these start zones really break up a player's "formations", they just have to think a little more about their initial moves. I think that players can still deploy their "rat shields" or "knight vanguards" on this map, it just might result in changing up their initial order marker placement. This is the whole point of this map: to mix things up and keep players thinking. In most tournaments and with most maps, your first turn order markers are generally very similar throughout the event (depending on the army you brought). Maybe this map will switch that up (maybe it won't).

Another point of contention is the unfairness of this map to armies consisting of all double spaced figures. I think this is a very fair criticism of the map. My only response is that this map is designed for competitive play for armies between 400-600 points. In all the tournaments I've been to, I've never seen an army consist only of double spaced figures. I'm sure it's happened, but I think it's considered a rarity. The obvious solution is to make all the deployment zones an even number of hexes. This is a solid solution which I will probably take in future builds of this type. I left the odd number zones in this build simply because I just thought it was "cool" to have a lone guy, or group of three zone. This isn't really a valid counter-argument, but it's what I went with.

Another point that was brought up, was that the proximity of these zones to each other and the glyphs puts too much emphasis on the first initiative roll. They have said that the person winning this first roll will get the glyphs first. I'm not sure where this argument stems from. I can't think of any map in competitive play where the person winning the first initiative roll doesn't have the ability to take the glyphs first. Most games I've played have had rounds where the armies are poised around each other or around the glyphs and the next initiative roll will be of supreme importance, this map simply advances when that die roll takes place. In any event, I hardly think it's a fatal flaw.

Anyway, like I said when I submitted this map on the BoV, I was sure it would be polarizing. If you don't like it, I understand. There are valid arguments against this type of map. I was just trying to spice things up a bit in competitive play. I think an event having one map with start zones like this might really shake things up. In the very least, it might make people think a little more, which is always a good thing :d

LongHeroscaper
November 19th, 2008, 11:23 AM
Another point that was brought up, was that the proximity of these zones to each other and the glyphs puts too much emphasis on the first initiative roll. They have said that the person winning this first roll will get the glyphs first. I'm not sure where this argument stems from. I can't think of any map in competitive play where the person winning the first initiative roll doesn't have the ability to take the glyphs first. Most games I've played have had rounds where the armies are poised around each other or around the glyphs and the next initiative roll will be of supreme importance, this map simply advances when that die roll takes place. In any event, I hardly think it's a fatal flaw.


It is certainly true that for the balance of a map, both players should have equal access to glyph, which means the one who gets initiative will be able to claim the desired glyph. However, there is a difference between being able to claim the glyph in one single turn and being able to do it in 3 turns. In the latter case, if you want to claim glyph, your opponent will have advantage in deploying his army. So I do think that the starting zone in the middle being too close to the glyph is a flaw.
However, it is not difficult to fix/change. When I play this map, I will simply get rid of the glyphs.

What I like about this map is not the scattered starting zone idea. I have seen split starting zone long time ago, and I have had the similar idea of scattered starting zone for a while but my map looked too simple with only 1 SotM so I did not post it. This is why I appreciate this map: it looks good and the scattered starting zone is done nicely and creatively for the first time (that I know of). You even made sure that people can put the Hive in the starting zone. Another thing is it sets a bar for maps with scattered starting zone. From now on, maps with crappy scattered starting zone, like my 1SotM one, should not be posted :) .

Dignan
November 19th, 2008, 12:54 PM
It is certainly true that for the balance of a map, both players should have equal access to glyph, which means the one who gets initiative will be able to claim the desired glyph. However, there is a difference between being able to claim the glyph in one single turn and being able to do it in 3 turns. In the latter case, if you want to claim glyph, your opponent will have advantage in deploying his army. So I do think that the starting zone in the middle being too close to the glyph is a flaw.


Valid argument there. I certainly won't try to convince you that you can consider this a flaw in my map. However, I think there is a balance here. Sure, the player winning initiative can fly his sentinals onto the glyphs first turn, but he would be unable to attack with his two glyph grabbers. The player going second would then be able to fly their minnions over and attack those sentials on their first turn (or shoot them from height with their Krav). There are two sides to the coin. The player winning initiative will get the glyphs, but the player going second will get 33% more attacks that round (which could be exceedingly more important than the glyphs).

It all depends on whether you think the attack advantage is worth the positional advantage. Personally, I think they are pretty even, but you are entitled to disagree.

Raudulfr Shieldcrusher
November 19th, 2008, 01:18 PM
I built Ghosts of Thorgrim's Crossing last night. I'm going to play on it tomorrow. I'll report back after we give it a few games.

As always, I love the work that you do Dignan. In the future I hope to see more interesting maps with unique elements. Keep up the good work!

LongHeroscaper
November 19th, 2008, 02:04 PM
There are two sides to the coin. The player winning initiative will get the glyphs, but the player going second will get 33% more attacks that round...

That is true. I guess it depends on what the glyphs are. OK, it's not a flaw, it is something that concerns me when I analyze your map! Are we cool? :)

R˙chean
November 19th, 2008, 02:22 PM
....you are entitled to disagree.

It is pretty nice of Dignan to grant you permission to disagree with him.

LongHeroscaper
November 19th, 2008, 02:37 PM
....you are entitled to disagree.

It is pretty nice of Dignan to grant you permission to disagree with him.

He does not grant you the same permission? I wonder why...

Dignan
November 19th, 2008, 02:54 PM
....you are entitled to disagree.

It is pretty nice of Dignan to grant you permission to disagree with him.

Most Czars don't offer that up. I think I'm being pretty generous :D

Dignan
November 19th, 2008, 02:55 PM
There are two sides to the coin. The player winning initiative will get the glyphs, but the player going second will get 33% more attacks that round...

That is true. I guess it depends on what the glyphs are. OK, it's not a flaw, it is something that concerns me when I analyze your map! Are we cool? :D

We're cool. I'm just glad that you are interested enough in my maps to have concerns about them.

J4Jandar
November 21st, 2008, 12:16 PM
I recently had a 600 point game with my son on "Can't see the jungle" and we had a blast. I like island in the middle of the map. I huddled three cheerleaders behind the wall and they remained hidden untill my KoW were in danger. In the meantime, the 4th Mass and Zetacron were picking of orcs like mad from in high. Thanks for the new map options!

Jexik
November 21st, 2008, 12:41 PM
On a lot of maps, going second is better. Even in maps or situations where going first is really beneficial (Zelrig on Fire Isles for instance), I find that going second is still pretty nice, largely because you get more attacks (as Dignan said) and it opens up the chance of getting two turns in a row if you win Initiative in the second round. That can often be a huge momentum changer. If anything, I might prefer maps that give a slight advantage to the guy who goes first.

Exception: If both players are playing Deathreavers and there are powerful glyphs on the board (especially Crevcor, Astrid, Gerda, Erland etc.) then there is a distinct advantage to the player who wins initiative if the player who loses initiative does not have a powerful special attack.

However, many of the early maps in the BoV will surrender all of the glyphs to whichever rat player wins the initiative on round 1, and they'll have them by turn 2. The only ones I can think of offhand that don't are Hot Heights and Ember Canyon Road, and for HH, the fact that the glyphs were not equal from both starting zones was considered a pretty big flaw by at least one judge. Some more recent maps, like Fire Isles and Turret Rocks take at least 3 turns for rats to walk there, but they still give them to whoever wins initiative.

As for your map specifically Dignan, I'm with you on the double spaced front. Show me an army that uses more than 10 double spaced figures, and I'll show you an army that would struggle on any map. The most double spaced figures I've seen in an army in any tournament was 7, and that was when I played Krug and 6 Swogs. I don't think I'll ever see someone play more than 9.

Riggler
November 21st, 2008, 12:54 PM
Some players will argue that they like to move their army out of a bunched start zone toward their opponent in a very uniform way. These players may see this maps start zones as detrimental to the way they like to play the game. I don't think that these start zones really break up a player's "formations", they just have to think a little more about their initial moves. I think that players can still deploy their "rat shields" or "knight vanguards" on this map, it just might result in changing up their initial order marker placement. This is the whole point of this map: to mix things up and keep players thinking.

If tournament/competative players can't compete in a tournament without doing the same old "rat shields" or "knight vanguards" or one of the other 2 or 3 most effective tried and true methods of winning tournaments because a map like this one, or a few more like it end up on the tables, then I say that player who may have earned a name on the tournaments scene doesn't deserve the reputation.

Just because you've figured out an arrangement that works most of the time with the standard map designs for tournament and you WASH, RINSE, REPEAT, does not make you a very good player.

Maps that challenge those tried and true methods are sorely needed. And this one fits the bill. You didn't even argue enough for the "fliers can get to the glyphs in one turn" arguement. I don't think the origin of that criticism even considered 1) How poorly that figure is positioned; or 2) that some flyers may not even be able to fit on middle hexes given the placement of the ruins. Those winged figures can be hard to fit around ruins.

This map begs to be playtested for BOV more than any I've ever seen just from its originality standpoint. Understand, if it doesn't make it, it may set the stage for the next one with scattered zones to get a review.

Shades fan
November 21st, 2008, 01:38 PM
On a lot of maps, going second is better. Even in maps or situations where going first is really beneficial (Zelrig on Fire Isles for instance), I find that going second is still pretty nice, largely because you get more attacks (as Dignan said) and it opens up the chance of getting two turns in a row if you win Initiative in the second round. That can often be a huge momentum changer. If anything, I might prefer maps that give a slight advantage to the guy who goes first.

Exception: If both players are playing Deathreavers and there are powerful glyphs on the board (especially Crevcor, Astrid, Gerda, Erland etc.) then there is a distinct advantage to the player who wins initiative if the player who loses initiative does not have a powerful special attack.

However, many of the early maps in the BoV will surrender all of the glyphs to whichever rat player wins the initiative on round 1, and they'll have them by turn 2. The only ones I can think of offhand that don't are Hot Heights and Ember Canyon Road, and for HH, the fact that the glyphs were not equal from both starting zones was considered a pretty big flaw by at least one judge. Some more recent maps, like Fire Isles and Turret Rocks take at least 3 turns for rats to walk there, but they still give them to whoever wins initiative.

As for your map specifically Dignan, I'm with you on the double spaced front. Show me an army that uses more than 10 double spaced figures, and I'll show you an army that would struggle on any map. The most double spaced figures I've seen in an army in any tournament was 7, and that was when I played Krug and 6 Swogs. I don't think I'll ever see someone play more than 9.
Ollie played
2xTemplars-240
Q9-180
2xDeathreavers-80
14 spaces, went 3-1 and got second place with it in Chaos in the Capital!;)

Jexik
November 21st, 2008, 01:41 PM
And he used 7 double-spaced figures. And when I was talking about armies that I've seen, I was referring to the tournaments that I've attended, although I don't think I've ever seen a battle report or army list that included 4x Deathstalkers or Hounds. Even Pilgrim's 3x Hounds army still would have fit just fine on Can't see the jungle...

ollie
November 21st, 2008, 01:43 PM
On a lot of maps, going second is better. Even in maps or situations where going first is really beneficial (Zelrig on Fire Isles for instance), I find that going second is still pretty nice, largely because you get more attacks (as Dignan said) and it opens up the chance of getting two turns in a row if you win Initiative in the second round. That can often be a huge momentum changer. If anything, I might prefer maps that give a slight advantage to the guy who goes first.

Exception: If both players are playing Deathreavers and there are powerful glyphs on the board (especially Crevcor, Astrid, Gerda, Erland etc.) then there is a distinct advantage to the player who wins initiative if the player who loses initiative does not have a powerful special attack.

However, many of the early maps in the BoV will surrender all of the glyphs to whichever rat player wins the initiative on round 1, and they'll have them by turn 2. The only ones I can think of offhand that don't are Hot Heights and Ember Canyon Road, and for HH, the fact that the glyphs were not equal from both starting zones was considered a pretty big flaw by at least one judge. Some more recent maps, like Fire Isles and Turret Rocks take at least 3 turns for rats to walk there, but they still give them to whoever wins initiative.

As for your map specifically Dignan, I'm with you on the double spaced front. Show me an army that uses more than 10 double spaced figures, and I'll show you an army that would struggle on any map. The most double spaced figures I've seen in an army in any tournament was 7, and that was when I played Krug and 6 Swogs. I don't think I'll ever see someone play more than 9.
Ollie played
2xTemplars-240
Q9-180
2xDeathreavers-80
14 spaces, went 3-1 and got second place with it in Chaos in the Capital!;)

That's still only seven double-spacers Shades. I did think about using Deathstalkers x3, Q10, Marro Warriors (500pts, 24 hexes) at the Fall Brawl last week. That would have been 10 double-spacers. Whether it would have done well is another question.

ollie
November 21st, 2008, 02:11 PM
And there are your own armies Shades, that beat mine for double-hexness:

Marlboro vs the World =500
Q9-180
DW 8000-130
Isamu-10
2x Marrden hounds-180
2-2

UConn =450
3xMarrden Hounds-270
Q9-180
3-2

Shades fan
November 21st, 2008, 03:59 PM
And there are your own armies Shades, that beat mine for double-hexness:

Marlboro vs the World =500
Q9-180
DW 8000-130
Isamu-10
2x Marrden hounds-180
2-2

UConn =450
3xMarrden Hounds-270
Q9-180
3-2
The Uconn army did very well IMO, and I enjoyed playing it. Obviously I misunderstood Jexik's early point, so my above point in moot, but I still believe that it should way into the judges mind when they judge the map. i have nothing against this map, and have yet to play it, so I'm holding off my opinion on it for now, but i'll be sure to give you my thoughts on the map Dignan.

Sup3rS0n1c
November 21st, 2008, 05:14 PM
:hijacked:

Edit: Alright, fine, it's not neccesarilly a hijack, but this thread is about Dignan's maps, and the part I read towards the end didn't seem to have much to do with that. :p

S1R_ART0R1US
November 21st, 2008, 05:53 PM
... but i'll be sure to give you my thoughts on the map Dignan.


I'm pretty sure it stayed on topic based on the fact that the last poster talked about how he would provide his thoughts on the map...

Plus, the "hijack" by the discussion of double-spaced figure armies is relevant since "Can't see the Jungle" has irregular starting zones that could impact double-hex based armies.

Jexik
November 21st, 2008, 07:43 PM
And I'm saying it won't impact any double spaced army that has ever been to a tournament, since even those that use 10 double-spaced figures can fit them all on the map. If this were used at your tournament and you still insist on playing 4x Deathstalkers/Templar/whatever, then I don't know what to say. It's like saying that any map with 2 RotV ruins on it is unfair to range because they block line of sight.

Anyway... keep up the good work Dignan. We'll see how the reviews go.

DrLivingston
November 22nd, 2008, 01:33 AM
I played on this map against Podwest.

He had a crap load of MacDirk and I had a crappy army.

Podwest won and we used every bit of this map during the fight.

Every bit of it.

I do think Braxas or Nilf in the middle part would ruin someone's day.

But when I played it, I realized how lame those middles 3 start zones were for most everyone else.

Completely surrounded by water and sightlined blocked (for most anybody) by ruins.

What I'm saying is, unless I knew I was playing on this map for each of my games in a tournament, I would not be able to take advantage of its unique setup any more than I would with Broken Skyline, etc.


That said, I think Dignan has made better maps, but splitting up start zones in tournaments is something I'd like to see happen.

And as the maps are known before armies are selected, I do not see a problem with single hex start zones.

Anonymous
November 26th, 2008, 11:25 PM
I really like your maps Dignan. I have played on Dolin's Switchback. That is one amazing map. It was an intense battle with much of it centering on the road and glyphs. It is a really good map. I also played on If You Can't Take the Heat... I also really liked that map. It was a fast-paced battle with many risks involved. I really like the maps I have played and I just downloaded Ticalla Outpost and I am going to build it. I applaud your mapmaking genius and hope you continue to make more amazing maps.

Dignan
December 1st, 2008, 01:35 PM
I really like your maps Dignan. I have played on Dolin's Switchback. That is one amazing map. It was an intense battle with much of it centering on the road and glyphs. It is a really good map. I also played on If You Can't Take the Heat... I also really liked that map. It was a fast-paced battle with many risks involved. I really like the maps I have played and I just downloaded Ticalla Outpost and I am going to build it. I applaud your mapmaking genius and hope you continue to make more amazing maps.

Thanks a lot for all your kinds words. I'm glad to hear that you enjoyed playing on my maps. Let me know how your games on Ticalla Outpost go.

Dignan
January 4th, 2009, 12:04 PM
Update

Today I updated one of my favorite maps (If you can't take the heat... (http://www.heroscapers.com/community/downloads.php?do=file&id=770)). I try to avoid doing this with my maps because I want to post maps that are "complete" and don't need any further tinkering. However, with this map, there was a problem that kept coming up and I felt that the map deserved to be fixed.

The problem was the one bush that was anchored by two swamp water tiles. This simply proved to be an insuficient way to keep the bush in place. As a result, I adjusted the level below the bush to accommodate a more secure position. I also adjusted the location of a molten lava hex to bring it into play more and balance up both edges a bit. Hope you like the change.

R˙chean
January 4th, 2009, 08:00 PM
I like the revision to If you can't take the heat. These were both items that I noticed at the KC tourney.(my first time playing on the map) I had actually made note to tell you about it.....weird????

stubobj
January 5th, 2009, 04:30 PM
Very fun map Dignan. My first time playing on it (If you can't take the heat) was the day before the KC tourney. I did have a couple issues bumping that bush piece you're talking about. It'll be nice not to have to worry about that for us clumsy folk. Im looking forward to playing this map again with these changes.

ollie
January 12th, 2009, 01:23 PM
Another point of contention is the unfairness of this map to armies consisting of all double spaced figures. I think this is a very fair criticism of the map. My only response is that this map is designed for competitive play for armies between 400-600 points. In all the tournaments I've been to, I've never seen an army consist only of double spaced figures. I'm sure it's happened, but I think it's considered a rarity. The obvious solution is to make all the deployment zones an even number of hexes. This is a solid solution which I will probably take in future builds of this type. I left the odd number zones in this build simply because I just thought it was "cool" to have a lone guy, or group of three zone. This isn't really a valid counter-argument, but it's what I went with.

I was randomly thinking a bit more about this on my way into work today, and I think I hit upon a clearer understanding of why I don't like start zone configuration for tournament play. It's not about competitiveness or the likelihood of many double-spacers, it's essentially the same argument that led to the BoV rule that meant the hive had to be placeable.

If I run a tournament and advertise it as having 24 hex start zones, I want people that show up with a 24 hex army to be able to play all of their figures, or I want to explicitly warn them in advance about possible exceptions. That it's unlikely that anyone will be affected is a count against it: I don't mind having strange rules that affect a lot of armies, but this possible exception is, to my pedantic mind, too big to ignore while being too small to be billed as a tournament feature.

In any case, it's still on my list of maps to set up and play games on. Thanks for designing and sharing it.

EDIT: Now that I've worked out what my problem was, I went back and looked at the BoV display thread. Three maps don't allow the placement of 12 double-spacers. Maps I like and have used at tournaments I've hosted too. :? Perhaps I just need to learn to worry less about this stuff...

Dignan
January 12th, 2009, 01:37 PM
I was randomly thinking a bit more about this on my way into work today, and I think I hit upon a clearer understanding of why I don't like start zone configuration for tournament play. It's not about competitiveness or the likelihood of many double-spacers, it's essentially the same argument that led to the BoV rule that meant the hive had to be placeable.

If I run a tournament and advertise it as having 24 hex start zones, I want people that show up with a 24 hex army to be able to play all of their figures, or I want to explicitly warn them in advance about possible exceptions. That it's unlikely that anyone will be affected is a count against it: I don't mind having strange rules that affect a lot of armies, but this possible exception is, to my pedantic mind, too big to ignore while being too small to be billed as a tournament feature.


Yeah, I totally see where the concern is here. It was one of those things that didn't cross my mind until someone brought it up in the BoV thread. In the future, any similar maps that I make will most likely have even starting zones (if they are split up).

stubobj
February 25th, 2009, 02:43 AM
I was putting Striking Distance up and noticed on level 3 the 3-hex grass piece next to water creates an overhang. Is this purposeful or a mistake? Anyways map is built and feedback will be coming soon.

Dignan
February 25th, 2009, 07:05 AM
I was putting Striking Distance up and noticed on level 3 the 3-hex grass piece next to water creates an overhang. Is this purposeful or a mistake? Anyways map is built and feedback will be coming soon.

Yeah, that overhang is intentional. I thought that it made the center of the map a little more interesting. Plus, I just like hoping up and down that little gap. Obviously, the more traditional build would have simply been to put hexes under that overhang, but I thought that it just added a little spice.

Please let me know how your games go. I really appreciate all the feedback I get. There's always something that I didn't think of or didn't see in my games on it. Hearing about games from other players really helps the mapmaking process.

Jexik
February 25th, 2009, 09:45 AM
EDIT: Now that I've worked out what my problem was, I went back and looked at the BoV display thread. Three maps don't allow the placement of 12 double-spacers. Maps I like and have used at tournaments I've hosted too. :? Perhaps I just need to learn to worry less about this stuff...

After reading this, I went to check too. Highways and Dieways, Artic Divide, and Hot Heights all only allow for the placement of 11 double spaced figures. We better get them out of the BoV for being so unfair.

To my mind, having room for 12 double spaced figures is pretty much the king of non-issues when designing or evaluating a map. Maybe in the future it wouldn't go amiss to make sure that you can fit 12, but I've still never seen anyone bring over 10 in a tournament, and I doubt I ever will, whether those maps are in the pool or not.

Having room for the Hive is something that it makes sense to prepare for, especially on maps that were designed after SotM was released. But 12 double spaced figures? I'm still not convinced.

stubobj
February 26th, 2009, 01:43 AM
Got 3 games in on Striking Distance. First off I gotta tell you I just had to get rid of the overhang. It didn't feel too stable when I was putting it together. I still set it up and tested placing some figures on it. For me it was too easily knocked out of place. So I just rotated that piece in. This was much more stable plus I like the water cutting off the glyph.

I absolutely love the split start zones. We decided to roll a D20 and place figures one at a time Heat of the battle style. This added a very interesting level of strategy that I enjoyed immensely. Due to the split start zones the action started with in a turn or two and the entire field saw play.

I played Vydar Agents with Braxas while my wife played Knights with Gilbert and Nilf. Our first game she complained about how Gilbert was going to have a difficult time with his dispatch. She learned very quickly due to the road she didn't need dispatch much until she was closer to the battle when her knights were more clumped. Being able to split the Knights up actually was a huge advantage to her. I was always worried about which side of knights she would move up. I had to pay very close attention to how close they were and sometimes a surprise dispatch would ruin my plans.

The games on this map really made me think about every action.

Awesome job!

Dignan
February 26th, 2009, 06:52 AM
Got 3 games in on Striking Distance. First off I gotta tell you I just had to get rid of the overhang. It didn't feel too stable when I was putting it together. I still set it up and tested placing some figures on it. For me it was too easily knocked out of place. So I just rotated that piece in. This was much more stable plus I like the water cutting off the glyph.

Thanks for the feedback on this. I hate to have "wonky" bits on a map and I think that I may have to look into a possible fix for this. It's no fun to have to constantly mess with pieces of a map during a match.


I absolutely love the split start zones. We decided to roll a D20 and place figures one at a time Heat of the battle style. This added a very interesting level of strategy that I enjoyed immensely. Due to the split start zones the action started with in a turn or two and the entire field saw play.Glad to hear that you enjoyed the extra element to the game. I too, really like how the split starting zones put a twist on the game. I feel that it's a nice subtle change of pace.


I played Vydar Agents with Braxas while my wife played Knights with Gilbert and Nilf. Our first game she complained about how Gilbert was going to have a difficult time with his dispatch. She learned very quickly due to the road she didn't need dispatch much until she was closer to the battle when her knights were more clumped. Being able to split the Knights up actually was a huge advantage to her. I was always worried about which side of knights she would move up. I had to pay very close attention to how close they were and sometimes a surprise dispatch would ruin my plans.Cool report. I'm happy to hear that the matches were so interesting for you. Due to the way your army tends to get spread out on this map, I found the order marker placement and deciding which "side" to activate to be extremely important. It's cool to hear that you experienced something similar.


The games on this map really made me think about every action.
That's always my favorite comment to hear about a map :D. For me, the amount of fun and satisfaction I get from a game depends a lot on the amount of thought I have to exert during the game. My favorite maps are always the ones that make me think about every move.

Dignan
March 3rd, 2009, 09:06 PM
Update 3/03

Finally got around to adding a map I've been working on for a little while. I decided to make an asymetrical map with my favorite set (1 TT and 1 RttFF). One thing that has always bothered me about maps with these sets is the tendancy to mirror unique elements. For instance, copying the effect of the 4 hex glacier by using a 3 hex and 1 hex glacier in a symetrical fashion. Also, the large tree presents symetry problems when you are only using one RttFF. For these reasons, I felt like this was a good set to make an asymetrical map with.

Anyway, as you might have guessed, the playtesting took a little longer with this map. In the end, I think I was able to come up with a fair and asymetrical map. Enjoy.

Map: A Chill in the Air (http://www.heroscapers.com/community/downloads.php?do=file&id=1293)
Date Uploaded: 3/3/09
Requirements: 1 RotV, 1 TT, 1 RttFF - Heavy Snow, normal ice.

http://www.heroscapers.com/community/../downloads//chiilinair_R4E.jpg

rym
March 3rd, 2009, 11:07 PM
A Chill in the Air looks nice, Dignan. And seeing as how I only have 1 TT and 1 RttFF, I will definitely be building this one and giving it a go! Good stuff as always.

artemiscorso
March 4th, 2009, 10:52 AM
Yeah I like this map quite a lot. There's quite a bit of cover but it's not so elevated as to eliminate some figures' usefulness. I like the placement of the glyph as well. Being a Mizzou fan I am not crazy about the custom Laglor flag. It should be another type of cat.

Dignan
April 18th, 2009, 12:57 PM
Update 4/17

Well, I've been making several maps in preparation for my upcoming tournament and it looks like two are finally ready to be uploaded. Both maps are trying out different ideas. One is asymmetrical, while the other uses the Thorian glyph. We've had fun with the varied nature of the battles we've had on them. Hope you enjoy.

Map: Dramglade Crossroads (http://www.heroscapers.com/community/downloads.php?do=file&id=1377)
Date Uploaded: 4/18/09
Requires: 1 SotM, 1 FotA, and 1 TJ
http://www.heroscapers.com/community/../downloads//dramgladecrossroads_W8z.jpg

Map: No Man's Land (http://www.heroscapers.com/community/downloads.php?do=file&id=1376)
Date Uploaded: 4/17/09
Requires: 3 RotV, 1 TJ
http://www.heroscapers.com/community/../downloads//no%20mans%20land_5Eh.jpg

Dignan
May 19th, 2009, 11:21 PM
Update 5/29

Finally got around to uploading one of my maps for the GenCon map contest. We've been playing with this one for the last few weeks at my place. It's been a lot of fun. Hope you enjoy it.

Map: Just Passing Through (http://www.heroscapers.com/community/downloads.php?do=file&id=1503)
Date Uploaded: 5/19/09
Requires: 1 RotV, 1 RttFF

http://www.heroscapers.com/community/../downloads//passingthrough_A43.jpg

LongHeroscaper
May 19th, 2009, 11:48 PM
Just Passing Through looks nice, Dignan. It looks like a smaller version of A Cross To Bear, without TT expansion, of course. I especially like the glyph position. It's such a sweet spot :) .

lonewolf
May 19th, 2009, 11:55 PM
Update 5/29

Finally got around to uploading one of my maps for the GenCon map contest. We've been playing with this one for the last few weeks at my place. It's been a lot of fun. Hope you enjoy it.

Map: Just Passing Through (http://www.heroscapers.com/community/downloads.php?do=file&id=1503)
Date Uploaded: 5/19/09
Requires: 1 RotV, 1 RttFF

http://www.heroscapers.com/community/../downloads//passingthrough_A43.jpg

This map is terrible. ;)

Thanks for the games tonight...lots of fun!

Jexik
May 20th, 2009, 12:18 AM
Just when you think that the "1 RttFF-bridge-over-the-middle" map had been done too many times...

Looks great!

pixlepix
May 20th, 2009, 02:01 PM
Shouldn't you say that can't see the jungle is in the BoV?

Dignan
May 20th, 2009, 04:08 PM
Just Passing Through looks nice, Dignan. It looks like a smaller version of A Cross To Bear, without TT expansion, of course. I especially like the glyph position. It's such a sweet spot :) .

Thanks. I hadn't thought about it's similarities with A Crossing to Bear, but your right, it has a very similar layout (though a much smaller scale). The glyph location has turned out well in our games. It's very easy to grab, but in pretty much a dead zone. Figures haven't lasted long on those glyphs.


This map is terrible. ;)

Thanks for the games tonight...lots of fun!

Thanks for your insight into my map. Coming from you it means absolutely nothing. ;)

It was nice to meet you.

Just when you think that the "1 RttFF-bridge-over-the-middle" map had been done too many times...

Looks great!

Thanks. I didn't set out to do the whole "bridge over the middle thing, but it just sort of happened. Once I was done, I really liked how the map looked and played. I'm sure we'll run out of new ways to do the whole "1 RtFF-bridge over the middle-map" eventually.

Shouldn't you say that can't see the jungle is in the BoV?

Good call, I just added that.

Dignan
May 20th, 2009, 07:36 PM
Update 5/20
Just uploading another map for the GenCon Map contest. This one tries to take on the 1 RotV and 1 VW build. The footprint is pretty stinking small as I tried to use the terrain as a LOS blocker.

Map: A Heated Engagement (http://www.heroscapers.com/community/downloads.php?do=file&id=1517)
Date Uploaded: 5/20/09
Requires: 1 RotV, 1 VW

http://www.heroscapers.com/community/../downloads//heatedengagement_j1e.jpg

bobthebuilder
May 24th, 2009, 02:55 PM
wow your talented

bobthebuilder
May 24th, 2009, 02:55 PM
im going to try posting my creations soon

S1R_ART0R1US
May 24th, 2009, 04:46 PM
I like the use of terrain as LOS blockers, and putting the VW terrain on the top balance out that height. Another quality map.

Dignan
May 24th, 2009, 05:53 PM
wow your talented

im going to try posting my creations soon

Thanks, I look forward to seeing you're maps.

I like the use of terrain as LOS blockers, and putting the VW terrain on the top balance out that height. Another quality map.

Yeah, I fiddled with Heated Engagement for a bit. It's always tough getting enough LOS blockers out there when you are only using the VW set. The amount of orders it takes to reach the highest parts of the map really increased the value of ranged, single hex heroes (over squads). I really like a map that leaves people on the lava at the end of the turn (instead of simply dancing on and off of it each round).

Dignan
June 7th, 2009, 02:59 PM
Update 6/7

Added a new single tundra and RotV map to the list. This one is slightly asymmetrical, but it's not noticeable during game play. I've been trying to get more out of each expansion lately and also use heavy snow more often. This one surprised a few of the playtesters in my group, as they didn't expect much when they sat down to this one. It's rather unassuming, but we've found the gameplay to be pretty compelling.

Also, I updated No Man's Land and Heated Engagement. Both maps didn't allow double based figures access to the glyphs. It's something that I should have caught, but just overlooked. The last thing I want to do is disadvantage double based figures any more than they already are.

Map: Fissure (http://www.heroscapers.com/community/downloads.php?do=file&id=1565)
Date Uploaded: 6/07/09
Requires: 1 RotV, 1 TT - Heavy Snow, Normal Ice

http://www.heroscapers.com/community/../downloads//fissure_809.jpg

R˙chean
June 7th, 2009, 03:03 PM
I like Fissure a great deal, probably because I keep winning on it. ;-)

Another solid map, Dignan!!

Dignan
June 20th, 2009, 02:09 PM
Update 6/20

Keeping with my current theme of terrain-lite maps, I have generated Slash and Burn, a map using just 1 RotV and 1 TJ. It's got a small footprint with some LoS blockers, water, and lots of jungle terrain. It makes for some fast and furious battles. Enjoy.

Map: Slash and Burn (http://www.heroscapers.com/community/downloads.php?do=file&id=1594)
Date Uploaded: 6/20/09
Requires: 1 RotV, 1 TJ

http://www.heroscapers.com/community/../downloads//slashandburn_ugN.jpg

rym
June 21st, 2009, 02:00 PM
Dignan, I downloaded Slash and Burn, and I noticed one discrepancy, unless, of course, it's supposed to be that way. (My assumption, of course, being that this map is supposed to be symmetrical).:)

The 3-hex grass tiles on level 3 are not aligned at the same spot on both sides. One is more "forward" (in relation to the 7-hex grass tiles) than the other one (Sorry, man, I don't know how else to describe the space/alignment relationship).

If it's intentional, then I feel like as ass. But if not, just wanted to point it out to you.

Either way, it's looks like a lot of fun to play on.

Dignan
June 21st, 2009, 02:55 PM
Dignan, I downloaded Slash and Burn, and I noticed one discrepancy, unless, of course, it's supposed to be that way. (My assumption, of course, being that this map is supposed to be symmetrical).:)

The 3-hex grass tiles on level 3 are not aligned at the same spot on both sides. One is more "forward" (in relation to the 7-hex grass tiles) than the other one.

Blast!!

You're correct, this map is supposed to be symmetrical. Thanks for the catch I have fixed it and the correct version is now uploaded.

Dignan
June 27th, 2009, 06:02 PM
Update 6/27

Finally got around to uploading this new map. I've been working on it for some time. This map has gone through a ton of revisions, moreso than any map I've made in recent history. I finally got it to play the way I envisioned it. I think it makes good use of a difficult terrain setup. Enjoy.

Map: Sentinel (http://www.heroscapers.com/community/downloads.php?do=file&id=1609)
Date Uploaded: 6/27/09
Requires: 1 SotM, 1 RttFF

http://www.heroscapers.com/community/../downloads//sentinel_c7C.jpg

Dignan
August 29th, 2009, 01:01 PM
Update 8/29

Well, finally getting back into the swing of things after GenCon. I've uploaded Fulcrum, which is a map I really like because of it's simplicity. It's not flashy, it's not overly large, and there are no glyphs. It's down and dirty fast paced Heroscape. It's another one of those maps that really surprised me once I sat down to play it. After I built my first draft of it, I wasn't really that impressed with it. I thought it would have a lot of shortcomings. However, after playing a handful of games on it, I really liked how it played. Hope you enjoy.

Map: Fulcrum (http://www.heroscapers.com/community/downloads.php?do=file&id=1766)
Date Uploaded: 08/29/09
Requires: 1 RotV, 1 TJ
http://www.heroscapers.com/community/../downloads//fulcrum_mB5.jpg

rednax
August 29th, 2009, 01:19 PM
Update 8/29

Well, finally getting back into the swing of things after GenCon. I've uploaded Fulcrum, which is a map I really like because of it's simplicity. It's not flashy, it's not overly large, and there are no glyphs. It's down and dirty fast paced Heroscape. It's another one of those maps that really surprised me once I sat down to play it. After I built my first draft of it, I wasn't really that impressed with it. I thought it would have a lot of shortcomings. However, after playing a handful of games on it, I really liked how it played. Hope you enjoy.

Map: Fulcrum (http://www.heroscapers.com/community/downloads.php?do=file&id=1766)
Date Uploaded: 08/29/09
Requires: 1 RotV, 1 TJ
http://www.heroscapers.com/community/../downloads//fulcrum_mB5.jpg

I'm really loving this map Dignan! Plus rep!

Einar's puppy
August 29th, 2009, 03:59 PM
I'm going to play Devil's Advocate here.

I don't really like the look of fissure. I love small maps and all, but I feel like this map is too friendly for melee figures. I haven't played it yet, but it just seems that there is enough jungle in such a closed space to make ranged units really have a problem.

Then again, I'm not sure being too melee positive is a bad thing, it just is a little off. Can you ease my concerns?

Dignan
August 29th, 2009, 04:13 PM
I'm going to play Devil's Advocate here.

I don't really like the look of fissure. I love small maps and all, but I feel like this map is too friendly for melee figures. I haven't played it yet, but it just seems that there is enough jungle in such a closed space to make ranged units really have a problem.

Then again, I'm not sure being too melee positive is a bad thing, it just is a little off. Can you ease my concerns?


I assume you mean Fulcrum? In our matches it's been real 50/50. Range has to fight to establish the best ranged location on the map (the rocky outcroppings). Some ranged units are much more suited to this than others (stingers, 10th, etc.). Ranged units that can hold up in hand to hand are much more likely to establish themselves and take control of the map.

Also, single hex ranged heroes had an advantage on this map (being able to access the highest spot). I had one game where Sonlen was able to pull out a victory in the face of almost certain defeat.

Ranged units that sit back in the start zone have a real tough time on this map. They will be constantly shooting up at figures that will probably have jungle cover. If you sit back with 4th Mass or Krav, there is a good chance that you'll find yourself overrun by melee in your start zone.

For the most part, our games hinged on being able to maintain your force over the center of the map and keep the pressure on your opponents start zone (which is pretty tough to do). Steamroller was actually one of the more effective armies for applying this strategy on the map. tough melee figures had a good showing on this map, while fast and fragile figures (venocs) found themselves whithering in the face of an entire start zone.

Anyway, don't take my word for it, give it a try. Like I said, this map ended up being much different thatn I expected upon first looking at it.

Darkmage7a
August 30th, 2009, 09:24 PM
Fulcrum looks cool Dignan. Simplicity has it's virtues. It looks to me like the kind of map a decent elven army would really favor. Or maybe the protectors could capitalize on it. All over we'll done.

Shades fan
August 30th, 2009, 09:42 PM
I got a chance to play two game on Fulcrum today... the map is very fun, but suffers from Dragon use! Zelring can Bomb on turn one, then can't be reached, and Nilf/Braxas in the middle can be devastating, but that map is very very fun to play, and in the other game without dragons I had an absolute blast!

DrLivingston
August 30th, 2009, 09:56 PM
I had a pretty different experience on this map, dragon wise.

Nilfheim flew up high, ice sharded several gladiators, and was then overwhelmed before he could fly away. admittedly, the gladiators were move 6, but those melee men had no problem scaling that rock to get my dragon.

Course it was me playing, so...

Jexik
August 30th, 2009, 10:50 PM
You know, Dignan, the basic design idea behind Fulcrum is very neat. You may have just inspired me to finally work on a build I've had percolating in my head for the last year.

arp12
August 30th, 2009, 10:58 PM
Your maps continue to impress me! I'm considering using Fulcrum, Fissure, and/or Dreamglade Crossroads for my upcoming tournament, depending on the available sets.

Dignan
August 31st, 2009, 08:34 AM
Fulcrum looks cool Dignan. Simplicity has it's virtues. It looks to me like the kind of map a decent elven army would really favor. Or maybe the protectors could capitalize on it. All over we'll done.

It could be a very decent elven map and the protectors would probably love the two perches. However, you'll be surprised at how quickly units can scramble up there (at least I was). What looks like a nicely protected outcropping of rocks is actually pretty easy to get at. Also, it's not as range friendly as it may seem. The amount of jungle terrain really balances the dominant positions on the rock.

I got a chance to play two game on Fulcrum today... the map is very fun, but suffers from Dragon use! Zelring can Bomb on turn one, then can't be reached, and Nilf/Braxas in the middle can be devastating, but that map is very very fun to play, and in the other game without dragons I had an absolute blast!Yeah, those locations can be pretty solid for dragon perches. I think that Brax enjoys those perches the best, because there is plenty of jungle to help cover figures approaching Nilf. Also, the water isn't exactly the barrier it appears at first glance. It takes 5 move from the front rank to reach it. Which means that a unit with 5 move really won't be impeded by the water itself. We found a lot of figures jumping into the water and then up onto the hill.

You know, Dignan, the basic design idea behind Fulcrum is very neat. You may have just inspired me to finally work on a build I've had percolating in my head for the last year.Excellent, I'm a fan of many of your maps, Jexik, and I always look forward to new ones.

Your maps continue to impress me! I'm considering using Fulcrum, Fissure, and/or Dreamglade Crossroads for my upcoming tournament, depending on the available sets.Glad to hear you like the maps! If you end up using any of those in your event, please let me know how they work out for you. I'm always looking to improve my designs.

SuperflyTNT
August 31st, 2009, 09:50 AM
Wow, Dignan, I never realized what a good map designer you were. I guess your architectural training may have been the first clue (duh!) that you'd have a knack.

Anyhow, interesting map in Fulcrum, and although I am not a fan of height ridges in the center of skinny maps, this seems to pull it off pretty well.

KUTGW!

Darkmage7a
September 7th, 2009, 07:05 PM
Wow Dignan, we all got hit by that site timewarp (http://www.heroscapers.com/community/showthread.php?p=912838#post912838) but I'm sorry to say I think your thread on figure errata took the highest sacrifice. There was a lot of good feedback on that thread and some good ideas going around too. I hope you have some side notes and the rest of us might be able to help piece it back together.

Dignan
September 7th, 2009, 09:10 PM
Wow Dignan, we all got hit by that site timewarp (http://www.heroscapers.com/community/showthread.php?p=912838#post912838) but I'm sorry to say I think your thread on figure errata took the highest sacrifice. There was a lot of good feedback on that thread and some good ideas going around too. I hope you have some side notes and the rest of us might be able to help piece it back together.

Yeah, I should be able to slap that bad boy back together. I'll do my best to get that back up and get the discussions we were having going again.

Dignan
September 9th, 2009, 06:31 PM
Update 9/9

Just putting Ignition back up after the website step back.

Map: Ignition (http://www.heroscapers.com/community/downloads.php?do=file&id=1804)
Date Uploade: 9/09/09
Requires: 1 RotV, 1 VW
http://www.heroscapers.com/community/../downloads//ignition_RI6.jpg

Dignan
September 12th, 2009, 01:24 PM
Update 9/12

The flurry of activity around my area grows as we continue to approach NHSD. There has been a lot of testing going on and I've gotten a lot of map work done on several new maps. Here are the last two to come out of the oven.

Wendigo is very much like a Crossing to Bear-lite. It used less terrain and takes up a little less space. It favors flies a great deal due to it's steep elevation changes, but you better have units that can get the attack glyph. While many figures tend to die at that location, players that ignore it can be in for a long match.

Overgrown is a bit compact for some players' taste. Players have to use unique methods to get at their opponent as the most direct routes usually get bogged down. Some armies will really make this one a headache (I'm looking at you rats), so it's really not for everyone. That said, it can still be a great deal of fun.

Map: Wendigo (http://www.heroscapers.com/community/downloads.php?do=file&id=1811)
Date Uploaded: 9/12/09
Requires: 1 RotV, 1 RttFF, and 1 TT
http://www.heroscapers.com/community/../downloads//wendigo_C9G.jpg

Map: Overgrown (http://www.heroscapers.com/community/downloads.php?do=file&id=1810)
Date Uploaded: 9/12/09
Requires: 1 SotM, 1 TJ, 1 FotA Note: use the Hive base (without the Hive) for one of the six swamp water sections outside the start zone.
http://www.heroscapers.com/community/../downloads//overgrown_XSP.jpg

rouby44
September 12th, 2009, 01:39 PM
Hey Dignan,
I like the basic look and feel of overgrown, but like you hinted at in your post, it looks a bit compact. Specifically, I would worry about Zelrig unleashing a devastating start zone attack on the first turn.

With starting spaces on the road, even Nilfheim could unleash a monstrous start zone attack, as could many other figures.

Dignan
September 12th, 2009, 01:54 PM
Hey Dignan,
I like the basic look and feel of overgrown, but like you hinted at in your post, it looks a bit compact. Specifically, I would worry about Zelrig unleashing a devastating start zone attack on the first turn.

With starting spaces on the road, even Nilfheim could unleash a monstrous start zone attack, as could many other figures.

I'm never concerned about Zelrig getting a "Z-bomb" off first turn. I build my maps with an emphasis on tournament play and have never seen Zelrig be a huge factor in that environment. I feel that he should be able to get off a great first turn attack, as it is likely his only chance to have any impact on the game. After that it is usually very difficult for him to hit more than two figures, much less do any damage. Even with perfect "Z-Bomb" maps, I've yet to see him decide a match and very rarely do I see him earn his points. Even when he does, he usually costs his player the game because his use generally means you have surrendered board control.

While I try to avoid dragon perches, as Nilfheim and Brax are dangerous tournament players, I don't think that this map makes creates any that are difficult to engage or tie down. Your mileage my very, but I'm more concerned with rats on this map than dragons.

Anyway, thanks for your impressions. I know I really typed up a lot in response to your feedback, but I just happen to be on the other side of the Zelrig debate than you. A lot of what I typed up is more in response to that than anything else.

In the end, the map isn't perfect. While it's fun to play on, I think that it's size and tight quarters keep it from being a solid tournament map. Plus, (as you point out) it allows for some first order marker dragon damage that many players in the community don't like.

rednax
September 12th, 2009, 03:39 PM
I think that Wendigo is pretty good, and I would definitely try it if I had a TT.

Overgrown is amazing. The only thing I'm not sure about is if you're allowed to place ladders on liquid tiles. However, it doesn't affect gameplay much.

The other thing was that the build instructions show it requires only 1 SOTM and 1 TJ, no FOTA.

Overall, :thumbsup:.

Dignan
September 12th, 2009, 04:16 PM
I think that Wendigo is pretty good, and I would definitely try it if I had a TT.

Overgrown is amazing. The only thing I'm not sure about is if you're allowed to place ladders on liquid tiles. However, it doesn't affect gameplay much.

The other thing was that the build instructions show it requires only 1 SOTM and 1 TJ, no FOTA.

Overall, :thumbsup:.

Yeah, the build instructions have an error. It should say that you need FotA. I'll have to look into placing the ladders on water tiles. Other than that, glad you like it.

tom
September 12th, 2009, 05:06 PM
Yeah, the build instructions have an error. It should say that you need FotA. I'll have to look into placing the ladders on water tiles. Other than that, glad you like it.

Ladders cannot be placed on water tiles.
Landing spaces cannot be placed on water tiles or other similar spaces considered to have no height. Pg 5 FotA.
Cool maps though. Wendigo looks especially interesting to me.

Dignan
September 13th, 2009, 09:59 AM
Thanks for the attention to my maps guys. I made a quick fix to Overgrown and map the ladders legal. I also went ahead and fixed the mistake in the "requirements" it lists.

Piherculis
September 13th, 2009, 07:17 PM
-snip-
In the end, the map isn't perfect. While it's fun to play on, I think that it's size and tight quarters keep it from being a solid tournament map. Plus, (as you point out) it allows for some first order marker dragon damage that many players in the community don't like.

I really like the look of it, and the tight quarters to me is a plus, a lot of opportunities for single spacers to jump down for LOS protection and dance around for advantages. And I agree about the dragons(that they shouldn't be a big concern), and as you said you have given opportunities for melee retaliation, or at least tying them up in engagement. Rats can be a problem on any map especially when they are plague-sized hordes.

quozl
September 13th, 2009, 08:10 PM
They look great (as is usual with your maps)! However, if you're going to use Overgrown for NHSD, you should probably change it so the Hive can fit in the starting zone. Oh wait, I guess it can if it takes up the road space. Nevermind!

scottishlad5
September 13th, 2009, 09:50 PM
That ruins on lava is really cool, because it makes camping with height go down. I would like to play that map, keep it up!

jameswards16
September 13th, 2009, 09:57 PM
You make great maps.


It is just that simple.

scottishlad5
September 13th, 2009, 10:03 PM
True that, jameswards16.

jameswards16
September 13th, 2009, 10:12 PM
Also, I noticed that the battlements on Overgrown seemed to be in the hexes, instead of on the sides of the hexes. Still, great maps.

rym
September 14th, 2009, 06:46 AM
edit: nevermind

Dignan
September 14th, 2009, 08:32 AM
Thanks for all the kind words guys. Glad you all are enjoying my maps. You keep playing them and I'll keep making them. :D

That ruins on lava is really cool, because it makes camping with height go down. I would like to play that map, keep it up!

Yeah, we've had a lot of fun on Ignition. I think my buddy lost three stingers the first round to lava death because he was hanging onto height.

Also, I noticed that the battlements on Overgrown seemed to be in the hexes, instead of on the sides of the hexes. Still, great maps.

Yeah, I tend to do that. Sorry, hopefully people can still tell where they are supposed to go.

kery
September 14th, 2009, 04:57 PM
Hi Dignan, Wendigo seems very interesting and looks pretty good!
what about the rules for snow and ice?

thanks! :D

Dignan
September 14th, 2009, 05:01 PM
Hi Dignan, Wendigo seems very interesting and looks pretty good!
what about the rules for snow and ice?

thanks! :D

Oops, forgot to list that. Normal snow and Normal ice on that. Thanks for catching that.

rym
September 17th, 2009, 10:30 PM
Dignan - I got to thinking about your TT / RttFF map we played on tonight. (If it had a name, I don't think you told me). I think one of the most interesting features about that map is the fact you have a central bridge spanning the map - and yet - the bridge was a complete nonfactor in the game. The most direct route to the opponent's starting zone, and it had little, to no, impact on the game. Having control of that bridge wasn't - or wouldn't be - near the deciding factor in a match at all, I don't think. Truly great design and damn fine mapmaking (except for the losing part, of course :p).

I guess that's my way of saying nice map! :thumbsup:

Dignan
September 18th, 2009, 08:32 AM
Dignan - I got to thinking about your TT / RttFF map we played on tonight. (If it had a name, I don't think you told me). I think one of the most interesting features about that map is the fact you have a central bridge spanning the map - and yet - the bridge was a complete nonfactor in the game. The most direct route to the opponent's starting zone, and it had little, to no, impact on the game. Having control of that bridge wasn't - or wouldn't be - near the deciding factor in a match at all, I don't think. Truly great design and damn fine mapmaking (except for the losing part, of course :p).

I guess that's my way of saying nice map! :thumbsup:

Thanks. Yeah, I really liked that map too. I was really interested with how it ended up playing. In the three matches I saw played on it, the wings seemed to get the most action. There was a lot of terrain dancing, etc. happening on those ends. I was really happy with how it was playing. I'll probably upload it sometime this weekend and get a name on that badboy.

Dignan
September 19th, 2009, 02:28 PM
Update 9/19

Well, here I go, back to the well of 1 TT, 1 RttFF (my favorite combination of sets). I was just taking down Wendigo and I had those sets on hand. I was going to build a different map, but I couldn't find the build instructions for it. So, I decided to just take a crack at a new one and out came Breach. There was a lot of positive feedback (with the exception of one player whom we usually ignore anyway :) ) and I had a lot of fun on it, so here it is. Enjoy.

Map: Breach (http://www.heroscapers.com/community/downloads.php?do=file&id=1832)
Date Uploaded: 9/19/09
Requires: 1 RotV, 1 RttFF, 1 TT
Normal Snow, Normal Ice
http://www.heroscapers.com/downloads//breach_41h.jpg

Shades fan
September 19th, 2009, 02:33 PM
Update 9/19

Well, here I go, back to the well of 1 TT, 1 RttFF (my favorite combination of sets). I was just taking down Wendigo and I had those sets on hand. I was going to build a different map, but I couldn't find the build instructions for it. So, I decided to just take a crack at a new one and out came Breach. There was a lot of positive feedback (with the exception of one player whom we usually ignore anyway :) ) and I had a lot of fun on it, so here it is. Enjoy.

Map: Breach (http://www.heroscapers.com/community/downloads.php?do=file&id=1832)
Date Uploaded: 9/19/09
Requires: 1 RotV, 1 RttFF, 1 TT
Normal Snow, Normal Ice
http://www.heroscapers.com/community/../downloads//breach_gzF.jpg

Alot of dead space which is pretty cool, awesome map!

I've got some playtesting to do !

Dignan
September 19th, 2009, 03:02 PM
Sorry, just made a small edit to Breach. I had evened out the start zones a bit and forgot to update the VirtualScape file. Sorry.

rednax
September 19th, 2009, 03:08 PM
Update 9/19

Well, here I go, back to the well of 1 TT, 1 RttFF (my favorite combination of sets). I was just taking down Wendigo and I had those sets on hand. I was going to build a different map, but I couldn't find the build instructions for it. So, I decided to just take a crack at a new one and out came Breach. There was a lot of positive feedback (with the exception of one player whom we usually ignore anyway :) ) and I had a lot of fun on it, so here it is. Enjoy.

Map: Breach (http://www.heroscapers.com/community/downloads.php?do=file&id=1832)
Date Uploaded: 9/19/09
Requires: 1 RotV, 1 RttFF, 1 TT
Normal Snow, Normal Ice
http://www.heroscapers.com/downloads//breach_41h.jpg

I like the look of Breach a lot. I just have a question for you. How do you decide where to put the trees and glaciers, so neither side has an advantage over the other? I've always had trouble figuring out that. :p

Dignan
September 19th, 2009, 03:18 PM
How do you decide where to put the trees and glaciers, so neither side has an advantage over the other? I've always had trouble figuring out that. :p

Well, Breach is actually pretty symmetrical. The large tree takes up the same footprint as the 3 hex glacier and one hex glacier combined. There is a small difference in the LOS they block, but I think it's negligible.

The large 6 hex glacier and 4 hex glacier are the only real areas of non-symmetry. With the use of the water hexes and the location placement, I don't feel that there is an advantage over one side based on this. However, had a moved the 4 hexer further away from the start zone and switched the water hexes around, that would open up line of sight into and out of that start zone and could cause a little imbalance.

Long answer, short: I just play a lot of games on the maps and just see if it "feels" unfair. The easiest way to keep both sides even is do employ symmetry or near symmetry (ie. the big tree and the 4 hex glaciers).

CheddarLimbo
September 19th, 2009, 03:45 PM
The lack of glyphs on Breach made for an interesting play as well. Without a glyph to make one area prioritized, we just did things the old fashioned way.

It's really easy to clog up the bridge, so it made it all but necessary to swing around on the edges instead.

Darkmage7a
September 19th, 2009, 06:30 PM
Like like another nice one Dignan. Kudos.

Velenne
September 19th, 2009, 06:40 PM
I don't know if I ever said so, but "Can't See the Jungle" is a great map! Congrats on its induction to the BoV too!

rednax
October 22nd, 2009, 03:30 PM
Dignan,

Recently, my gaming group has set up a few of your maps, and have played a couple games on each. Here are the ones we played on:

Can't See the Jungle...

Wow! My gaming group had never played with split start zones before and they loved it. They like the glyph placement, as well as the overall aesthetics. I didn't get a chance to play on it, unfortunately, but their reaction was overall positive.

Ignition

This one I did play on. I was using Tor-Kul-Na, 3 squads of Nagrubs, and Nilfheim vs. 3x Protectors, Atlaga, and Raelin.

Overall, I was very pleased with the map, especially at one point when TKN had both Movement glyphs (10 move Trample Stomp! :twisted:). I had never played on a lava map before this, so I liked it a lot. I'm sure this is the norm for most lava maps, so if it is, forgive for sounding obvious, but I really liked how you would get up to the lava for the first two turns, and then sneak back down later on. I can see why the move glyph was so important on this map.

So, yeah, this was really good.

Erosion

At first, I thought this map was just for looks. I downloaded it again, recently, and realized just how intricate this was!

Again, I did not get a chance to play on this map, but the feedback was really positive. Besides the aesthetics, the liked the gameplay a lot as well. Particularly I heard about the Drudge being very fun on this map. And also, I'm pretty sure they noticed the ladders on the build instructions, but I'm not entirely certain.

The only concern they had with the map, (which is bound to happen on a map this intricate) was that some of the pieces didn't fit perfectly with another, and would fall down (just a minor concern). The added tiles underneath for support, to help this. I hope it didn't mess up gameplay, too much.

So, overall, thanks a lot Dignan!

Dignan
October 24th, 2009, 10:30 AM
Dignan,

Recently, my gaming group has set up a few of your maps, and have played a couple games on each. Here are the ones we played on:

Can't See the Jungle...

Wow! My gaming group had never played with split start zones before and they loved it. They like the glyph placement, as well as the overall aesthetics. I didn't get a chance to play on it, unfortunately, but their reaction was overall positive.

Yeah, this one tends to get a big reaction (both positive and negative). Split starting zones really change things up for obvious reasons. I'm glad to hear they liked it. I really enjoy it myself, as it turns several army strategies on their head. It's a lot of fun to play on.


Ignition

This one I did play on. I was using Tor-Kul-Na, 3 squads of Nagrubs, and Nilfheim vs. 3x Protectors, Atlaga, and Raelin.

Overall, I was very pleased with the map, especially at one point when TKN had both Movement glyphs (10 move Trample Stomp! :twisted:). I had never played on a lava map before this, so I liked it a lot. I'm sure this is the norm for most lava maps, so if it is, forgive for sounding obvious, but I really liked how you would get up to the lava for the first two turns, and then sneak back down later on. I can see why the move glyph was so important on this map.

So, yeah, this was really good.

Lava maps can be a lot of fun when designed right. I think that most mapmakers tend to put lava on height to get the gameplay that you experienced on this one. I think that the move glyph on this map is real key and I'm glad to hear others feel the same way. Without that glyph, I think the map would overly punish melee figures.


Erosion

At first, I thought this map was just for looks. I downloaded it again, recently, and realized just how intricate this was!

Again, I did not get a chance to play on this map, but the feedback was really positive. Besides the aesthetics, the liked the gameplay a lot as well. Particularly I heard about the Drudge being very fun on this map. And also, I'm pretty sure they noticed the ladders on the build instructions, but I'm not entirely certain.

The only concern they had with the map, (which is bound to happen on a map this intricate) was that some of the pieces didn't fit perfectly with another, and would fall down (just a minor concern). The added tiles underneath for support, to help this. I hope it didn't mess up gameplay, too much.

Erosion is a crazy map. I'm glad to hear that you built it. While it can be unbalanced due to it's general shape, it can be fun with the right armies. The overhangs are always a concern, but I'm glad you were able to find a solution for the problems you encountered.

So, overall, thanks a lot Dignan!

Thanks for the feedback. Feedback is so important for me to help improve my future maps. I'm always interested to hear the good and the bad experiences people have with my maps. I'm glad your group enjoyed the maps.

Dignan
November 1st, 2009, 03:27 PM
Update 11/1

Alright, now that practice for NHSD is behind me, it's time to work on some new maps. I've been working on a split start zone map with the Tundra set for some time now. It's been a struggle because I hate to have sand visible on tundra maps, but I like to use the different colored hexes for the start zones. Separation Anxiety is not as radical as some of my other split start zone maps with only 2 different start zones, but it introduces more terrain obstacles to really separate the forces. It makes for an interesting mix of balancing both your deployment zones. FYI, please remember heavy snow on this map as I think it's important for the map's balance.

Map: Separation Anxiety (http://www.heroscapers.com/community/downloads.php?do=file&id=1876)
Date Uploaded: 11/1/09
Requires: 1 RotV, 2 TT
Rules: Heavy Snow, normal ice
http://www.heroscapers.com/community/../downloads//separationanxiety_0e0.jpg

DrLivingston
November 1st, 2009, 03:51 PM
BroInLaw and I talked about this map all the way home last Thursday.

He really enjoyed the challenge of playing on this map.

He agreed with you that if he had had more squads in his army it would have been even more interesting.

It's the coolest idea you've had in a while. I can't wait to try it next week.

Good on 'ya mate!

GameBear
December 2nd, 2009, 02:44 PM
I've made several maps that I think are great but just don't generate a response with the community. Several of these maps have tempted me to submit to the BoV for review...Which ones?

Shades fan
December 2nd, 2009, 03:51 PM
I've made several maps that I think are great but just don't generate a response with the community. Several of these maps have tempted me to submit to the BoV for review...Which ones?

I have a couple I need to playtest more, but I'm looking at a couple from you Dignan. I just can't nominate all maps at once because people start to get upset at me!

dok
December 2nd, 2009, 04:13 PM
I really like the look of "Fulcrum". We used it at the last Colorado event, although I unfortunately didn't get a game in on it. I think the BoV should have a RotV+TJ map in it.

For our next event we're probably going to use Gamebear's "Ratcatcher", which uses the same material and has a lot of the same features.

rednax
December 2nd, 2009, 04:16 PM
I really like the look of "Fulcrum". We used it at the last Colorado event, although I unfortunately didn't get a game in on it. I think the BoV should have a RotV+TJ map in it.

For our next event we're probably going to use Gamebear's "Ratcatcher", which uses the same material and has a lot of the same features.

My gaming group has played on Fulcrum recently. I know the first game we unfortunately forgot the ruins, and the map still played pretty well. Thanks for some pretty sweet maps Dignan!

Dignan
December 2nd, 2009, 06:50 PM
I've made several maps that I think are great but just don't generate a response with the community. Several of these maps have tempted me to submit to the BoV for review...Which ones?

Well, it's difficult to gauge how much interest a given map generates. A few of the maps that I really like I haven't see much discussion about or heard much feedback on. The two that come to mind are Breach and Can't take the heat. Aside from my two BoV maps, these are probably the favorites of my collection.

I think that Breach is an improved version of Just Passing Through. I love the way the map looks when it's set up and I've enjoyed the gameplay on it. I think it has a pretty fast and unique style to it. Also much like Fulcrum, I really like the no glyph aspect of the map for some reason.

Can't take the heat is a map that I've really enjoyed the more I play on it. When I first built it I didn't think too much of it. However, we've now used it at two NHSD events down here and I've played on it quite extensively. It's tough to put my finger on what I like about this one so much, but there seems to be a nice interplay between wide open areas, dangerous movement with lava, and balance between range and melee.

In general, I'm surprised by the response I get to a given map. Usually, if I really like a map it will generate just a little response, while the maps that I'm not sure hot on usually get the bigger responses from the community. It's just one of those things. You never know what people are going to like and dislike. It keeps mapmaking fun and I enjoy all the response that a map generates (good and bad). If you knew what everyone was going to say, it wouldn't be that interesting.

Jesusfreak13
January 24th, 2010, 09:40 PM
awesome maps dignan! I just finished constructing "no man's land" and it looks really cool! I actually was able to construct it with 2 RoTVs and 1 TJ. I did have to take out 2 bushes and replace a lot of the sand with stone, but it works! oh yea, no mans land actually requires 2TJ's the way you have it set up now. but, no big. :) it still looks like it's going to be lots of fun!

Dignan
January 25th, 2010, 12:11 AM
awesome maps dignan! I just finished constructing "no man's land" and it looks really cool! I actually was able to construct it with 2 RoTVs and 1 TJ. I did have to take out 2 bushes and replace a lot of the sand with stone, but it works! oh yea, no mans land actually requires 2TJ's the way you have it set up now. but, no big. :) it still looks like it's going to be lots of fun!

Cool. Glad to hear it. Hope you guys enjoy.

obfuscatedhippo
January 31st, 2010, 03:11 PM
Map: On Frozen Pond (http://www.heroscapers.com/community/downloads.php?do=file&id=301)
Date Uploaded: 4/19/08
Requirements: 1 RotV, 2 TT

http://www.heroscapers.com/downloads//onfrozenpond_OG5.jpg




Thank you for your maps; they are amazing! We've been having a blast with them in Seattle.

We modified On Frozen Pond into a DnD/Dungeon map last night with some Shadow Tiles for Ice, and using the DnD Rocks {though it was like 6-master sets worth}. It sort of worked :)

Peace,
*Kai

Dignan
February 12th, 2010, 08:18 PM
Update 2/12

Finally, I've gotten back around to single player maps. I've been working on this map ever since I got my D&D master sets. I really like the look and play of this one. Hopefully you will too. Enjoy.

Map: Warden (http://www.heroscapers.com/community/downloads.php?do=file&id=2067)
Date Uploaded: 2/12/10
Requires: 1RotV, 1 BftU, 1 RttFF
http://www.heroscapers.com/community/../downloads//warden_3e9.jpg

Angear
February 12th, 2010, 08:21 PM
That map looks neat. Good use of the DnD set!

Shades fan
February 12th, 2010, 08:30 PM
From what I see, your use of Shadow spaces is amazing.:thumbsup:

Xn F M
February 12th, 2010, 09:35 PM
Cool map Dignan, I think I'll be setting this one up on Monday. I really like that the whole map isn't covered in dungeon terrain (which has been the trend I've seen in DnD maps so far).

Einar's puppy
February 14th, 2010, 10:28 AM
Based on looks alone, that is my new favorite map. It just looks really great.

Dignan
February 14th, 2010, 11:15 AM
That map looks neat. Good use of the DnD set!

Thanks. I was trying to find an interesting way to combine the D&D set with the existing terrain of Heroscape.

From what I see, your use of Shadow spaces is amazing.:thumbsup:

Thanks, Shade. The shadow spaces are one of my favorite terrain pieces out there. I really like how they are implemented.

Cool map Dignan, I think I'll be setting this one up on Monday. I really like that the whole map isn't covered in dungeon terrain (which has been the trend I've seen in DnD maps so far).

Let me know how your games go on Monday. Hopefully everyone enjoys the maps. I'm glad to hear that you like the way the whole map isn't just D&D terrain. I think there are some really cool options for combining the D&D terrain with the ROtV, etc, on the same map.

Based on looks alone, that is my new favorite map. It just looks really great.

Thanks. I really like the way this one looks setup. The sets really complement each other well.

dok
February 14th, 2010, 11:45 AM
Dignan, I was wondering if you'd be willing to discuss what led to the decision to stack the 24-hexers and elevate the start zones to level 3.

Dignan
February 14th, 2010, 12:48 PM
Dignan, I was wondering if you'd be willing to discuss what led to the decision to stack the 24-hexers and elevate the start zones to level 3.

Sure. Obviously, elevated start zones are a tricky issue as they tend to encourage camping (something I hate). With this map, I wanted to create a battlefield where players felt like they were going down into a dungeon on the two edges. To achieve this I elevated the rest of the map.

A main balance issue then becomes how do you prevent camping in the start zones. The first way to encourage people out of their start zone is glyphs. This map features three. Only one of the three is really dominated by your start zone. If you turtle up, you are likely to give up the other two glyphs. With the central glyph being a wound, you are essentially starting a clock against yourself.

I then tried to make direct LOS from the start zone to the glyphs difficult. They are somewhat protected from that height. Generally, units moving to take shots at either glyph open themselves up to engagement from other units (depending on the deployment).

Lastly, I made a direct path into the start zones that is both quick and on the same elevation (the central road). This gives melee a tactically viable path to approach the start zone.

In the games I've been able to get in on this map, I haven't felt that the elevated start zones have created a problem. But, I'm not very good at being objective about my own maps :D Hopefully this isn't an issue in your games.

Xn F M
February 14th, 2010, 05:42 PM
I just finished getting Warden set up, and I'm liking it more now that I can see it in person.

There is one thing I don't like though. The player on the side of the board with the small ruin has both range and LoS on the wound glyph. I'm thinking that if the small ruin is shifted one hex towards center, and the stack of one-hexers supporting it is moved two spaces towards center it should remedy that without opening up an significant new lines of sight.

Xn F M
February 16th, 2010, 03:50 PM
We played two games on Warden yesterday. One of which was very close and the onther was essentially a blowout (though it wasn't the map,s fault).

In the first game I played Anubiansx4, Krav, Kaemon, and Marcu against Wukieslap's Dwarvesx2, Migol, Darrak, Cyprien, and Othkurik. The glyphs were defense +1 on my side and common attack on Wukie's. There was most of the early action was in the center of the map as I was sending most of my Wolves that direction after grabbing the defense glyph in an attempt to contest the other two. My wolves ground against Othkurik and the Dwarves at which point I began activating my Krav, who were susiquently devoured by Cyprien over thee OMs in my dungeon area and start zone. Switching back to my wolves, I got lucky with unleashed fury and dropped Cyprien (at full health) in one round. Kaemon cleaned up.

It didn't feel like we had much of an issue with all that level three terrain and the only part of the map that didn't see any play was Wukie's start zone.

Game two Wukie did some excellent counterdrafting and my Snipers/Repulsors/Braxas build was slaughtered by his Minions/Stingers/Raelin. Hiding Raelin behind the ruins (in the dungeon) is absolutely brutal on this map.

Dignan
February 16th, 2010, 04:22 PM
We played two games on Warden yesterday. One of which was very close and the onther was essentially a blowout (though it wasn't the map,s fault).

In the first game I played Anubiansx4, Krav, Kaemon, and Marcu against Wukieslap's Dwarvesx2, Migol, Darrak, Cyprien, and Othkurik. The glyphs were defense +1 on my side and common attack on Wukie's. There was most of the early action was in the center of the map as I was sending most of my Wolves that direction after grabbing the defense glyph in an attempt to contest the other two. My wolves ground against Othkurik and the Dwarves at which point I began activating my Krav, who were susiquently devoured by Cyprien over thee OMs in my dungeon area and start zone. Switching back to my wolves, I got lucky with unleashed fury and dropped Cyprien (at full health) in one round. Kaemon cleaned up.

It didn't feel like we had much of an issue with all that level three terrain and the only part of the map that didn't see any play was Wukie's start zone.

Game two Wukie did some excellent counterdrafting and my Snipers/Repulsors/Braxas build was slaughtered by his Minions/Stingers/Raelin. Hiding Raelin behind the ruins (in the dungeon) is absolutely brutal on this map.

Thanks for the report. I'm always interested to hear how someone's game has gone on one of my maps.

Also, the idea you have about moving the small ruin in the middle seems like a good idea. I'll try this configuration out in a few games and see how it works.

YakRoller
February 23rd, 2010, 09:20 PM
We've been looking for some maps to build using the new terrain and decided to try Warden last weekend. It's been set up for 3 days now and we have played about 6 games on it with 6 different army combos.

You really did a great job with this map! I have to admit that I had my reservations about the elevated start zones, but playtesting has proved it to work great in this case. Of particular note, any range pod that tried to camp in the start zone found itself in serious trouble very quickly. The Laglor vydar pod actually lost to my drow melee army and the Taelord-sniper-Raelin pod lost to my Knights x2, Thorgrim, Elgrim and Mackirks x2 and Alister.

Very fun map, it provided the first win for me with the new drow units.

Thanks for an innovative design. All the battles were fun and the map seemed very well though out. The only issue we had was that the ruins tended to fall off a lot, but I don't think I would change them. It seemed crucial to have the cover they provide for both sides of the battlefield.

Dignan
February 24th, 2010, 08:26 AM
We've been looking for some maps to build using the new terrain and decided to try Warden last weekend. It's been set up for 3 days now and we have played about 6 games on it with 6 different army combos.

You really did a great job with this map! I have to admit that I had my reservations about the elevated start zones, but playtesting has proved it to work great in this case. Of particular note, any range pod that tried to camp in the start zone found itself in serious trouble very quickly. The Laglor vydar pod actually lost to my drow melee army and the Taelord-sniper-Raelin pod lost to my Knights x2, Thorgrim, Elgrim and Mackirks x2 and Alister.

Very fun map, it provided the first win for me with the new drow units.

Thanks for an innovative design. All the battles were fun and the map seemed very well though out. The only issue we had was that the ruins tended to fall off a lot, but I don't think I would change them. It seemed crucial to have the cover they provide for both sides of the battlefield.

Thanks for the report. It's nice to hear confirming playtesting. Knowing that your melee armies were able to beat the ranged pods on this map is re-assuring. Thanks for the feedback.

Dignan
April 14th, 2010, 09:57 PM
Update 4/14

Well, I've been working on a boat load of maps lately. I've been fine tuning many of them in preparation of a tournament I'm hosting here in a few months. The focus on this batch was limited terrain. All of the maps are just one master set and one expansion (except Jotun's Gap which is 1 RotV and 1 BftU). Also, this batch includes my first RotV map without any expansions. Anyway, hope you guys enjoy.

Map: When Paths Cross (http://www.heroscapers.com/community/downloads.php?do=file&id=2211)
Date Uploaded: 4/14/10
Requires: 1 RotV, 1 RttFF

http://www.heroscapers.com/community/../downloads//whenpathscross_y85.jpg

Map: Jotun's Gap (http://www.heroscapers.com/community/downloads.php?do=file&id=2208)
Date Uploaded: 4/14/10
Requires: 1 RotV, 1 BftU

http://www.heroscapers.com/downloads//jotunsgap_WTe.jpg

Map: Riposte (http://www.heroscapers.com/community/downloads.php?do=file&id=2207)
Date Uploaded: 4/14/10
Requires: 1 RotV

http://www.heroscapers.com/community/../downloads//riposte_fgb.jpg

Map: Schwerpunkt (http://www.heroscapers.com/community/downloads.php?do=file&id=2210)
Date Uploaded: 4/14/10
Requires: 1 RotV, 1 TT (normal snow, normal ice)
http://www.heroscapers.com/community/../downloads//schwerpunkt_47P.jpg

Map: Boiling Point (http://www.heroscapers.com/community/downloads.php?do=file&id=2209)
Date Uploaded: 4/14/10
Requires: 1 SotM, 1 VW
http://www.heroscapers.com/community/../downloads//boilingpoint_xsb.jpg

rym
April 14th, 2010, 10:02 PM
Some nice looking maps, Dignan. Can't wait to set these up and test them out.

Velenne
April 14th, 2010, 10:29 PM
"When Paths Cross" looks like a lot of fun! I'll have to try that one.

DrLivingston
April 14th, 2010, 10:54 PM
Miss one Thursday (and a Tuesday) and suddenly there's a million new maps!

I already love (I won on it) When Paths Cross and hate(I got my *** handed to me on it)) Schwerpunkt, but the rest are all new to me.

I'm off to build them all for a Thursday 'scape night.

I will let you know how they go.

(I bet the maps I play rym on turn out awesome. And the maps I play Rychean on will no doubt suck...)

rym
April 14th, 2010, 11:46 PM
Miss one Thursday (and a Tuesday) and suddenly there's a million new maps!

I already love (I won on it) When Paths Cross and hate(I got my *** handed to me on it)) Schwerpunkt, but the rest are all new to me.

I'm off to build them all for a Thursday 'scape night.

I will let you know how they go.

(I bet the maps I play rym on turn out awesome. And the maps I play R˙chean on will no doubt suck...)

Okay, bee-yotch, I bet you won't think it's too awesome When our Paths Cross Thursday. :rimshot:


Just so ya know.

Edit: Just curious, but do Velenne's posts stick out on the side (the right side) on everyone else's screen, too, just a tad? Truth's posts do the same thing, and I've always wondered about it. Anyone know why?

DrLivingston
April 15th, 2010, 02:22 AM
Just finished building the last map.

The one I am most looking forward to playing on is Riposte--which really surprised me because after looking at the maps for the first time it was the one I was least excited about.

Tonight should be fun.

Lots of feedback to follow.

killercactus
April 15th, 2010, 08:32 AM
Miss one Thursday (and a Tuesday) and suddenly there's a million new maps!

I already love (I won on it) When Paths Cross and hate(I got my *** handed to me on it)) Schwerpunkt, but the rest are all new to me.

I'm off to build them all for a Thursday 'scape night.

I will let you know how they go.

(I bet the maps I play rym on turn out awesome. And the maps I play R˙chean on will no doubt suck...)

Okay, bee-yotch, I bet you won't think it's too awesome When our Paths Cross Thursday. :rimshot:


Just so ya know.

Edit: Just curious, but do Velenne's posts stick out on the side (the right side) on everyone else's screen, too, just a tad? Truth's posts do the same thing, and I've always wondered about it. Anyone know why?

It's because they have too much crap next to their names, like tags and Rep, and Velenne's avatar is big.

I'm a big fan of Boiling Point, Dignan. Nice work.

dok
April 15th, 2010, 10:51 AM
I'm not a fan of the "Just Passing Through"/"Breach" footprint/layout in general, but "Riposte", to me, feels like the logical place to go with that map series. I'm impressed with how polished the map feels without using anything but RotV. I also think the use of the water with respect to the glyph locations is really clever and will make for some pretty interesting gameplay in the center of the map. My only real concern (aside from the whole "fighting on the first OM" thing, which you either like or don't like) is that the heights on the sides don't look very friendly to double-spaced melee. It looks like just a couple rats can shield even a double-spaced shooter like Q9 from adjacency with TKN/Krug/hounds/etc.

As long as I'm bringing up gradual evolutions in his map designs, I'll add that it's been interesting watching (some of) Dignan's maps gradually get more asymmetrical. "When Paths Cross" really takes it to a whole new level - the way the road hooks around is not even vaguely symmetrical. I know this is an absurdly general prompt, Dignan, but if you have any thoughts on how you got more comfortable designing maps without rotational or mirror symmetry, and how you go about testing these sorts of maps, I'd love to hear them.

R˙chean
April 15th, 2010, 12:49 PM
Jotun's Gap, huh? That name beats the hell out of Raknar's Rift.

Pretty sure you named it that just to tease me about the lame names of my maps.

Dignan
April 15th, 2010, 01:21 PM
I'm not a fan of the "Just Passing Through"/"Breach" footprint/layout in general, but "Riposte", to me, feels like the logical place to go with that map series. I'm impressed with how polished the map feels without using anything but RotV. I also think the use of the water with respect to the glyph locations is really clever and will make for some pretty interesting gameplay in the center of the map. My only real concern (aside from the whole "fighting on the first OM" thing, which you either like or don't like) is that the heights on the sides don't look very friendly to double-spaced melee. It looks like just a couple rats can shield even a double-spaced shooter like Q9 from adjacency with TKN/Krug/hounds/etc.

With Riposte, I tried to balance the lack of LOS with a shallow footprint. While it does bring attacks from range on the first order marker, it essentially moves an entire melee force much closer to the enemy. I think that overall, this is an advantage to melee.

As far as the edge hills, I see your point about double based walkers. I wouldn't be surprised if I revise this map and take a level off. To be honest, I uploaded this one a little sooner than I normally would have to give the people playing in my tournament more time with the maps. An update could very well be required to finish this guy off.


As long as I'm bringing up gradual evolutions in his map designs, I'll add that it's been interesting watching (some of) Dignan's maps gradually get more asymmetrical. "When Paths Cross" really takes it to a whole new level - the way the road hooks around is not even vaguely symmetrical. I know this is an absurdly general prompt, Dignan, but if you have any thoughts on how you got more comfortable designing maps without rotational or mirror symmetry, and how you go about testing these sorts of maps, I'd love to hear them.When Paths Cross came about through a long string of revisions. I had that one on my table for about three times as long as I usually do for a given map. I don't have a ton of insight to give on it's creation. We just played a ton of games on the various revisions. Something that really helped was watching two other people play on the map. When I'm able to focus on the map for the entire map, I find that I find a lot more to fix than if I just play on it and try to remember what I like and don't like at the end.

For an asymmetrical map with any element of serious asymmetry (ie not just very minimal differences in the sides), you are never going to a perfectly balanced map for every set of armies. There is always going to be imbalanced matchups. You just have to accept that fact when you go in. After designing several asymmetrical maps (the majority of which don't get uploaded), I have altered my expectations of what I think an asymmetrical map should do.

For me, the map can have some level of "imbalance" to each start zone. One can be more favorable for one army over another. However, the imbalance should be such that the other side has recourse to counter such advantage and they should have a notable advantage of their own.

Here is my general thoughts behind the design of When Paths Cross and it's two start zones:

Yellow's most clear advantage is the numbers that it can get on the bridge. It's smaller start zone has access to the non-walled side of the bridge and can help reinforce this position. Also, the bridge overlooks the one glyph on the map (a Defense glyph) so that advantage is worth noting.

Blue's advantages are a little less obvious. First, it's large start zone is marginally closer to the bridge. This helps mitigate the advantage of Yellow. Second, the split roads are slightly more flexible on Blue's side. Both sides can use the roads to advance toward the other start zone with the same relative effectiveness. But, Blue can use the roads to help move forces laterally on his side of the map. This gives him a little more tactical flexibility. Lastly, Blue's smaller start zone is not obstructed on it's path to the glyph. Blue should have the advantage in getting people to the glyph while Yellow has the advantage of high ground.

I don't think it's perfectly balanced, or that it ever can be, but I feel that it's balanced enough when you view it in light of all the other factors that decide a game. I think the map would be low enough on the list of excuses that people wouldn't complain about too much. :D

dok
April 15th, 2010, 01:34 PM
With Riposte, I tried to balance the lack of LOS with a shallow footprint. While it does bring attacks from range on the first order marker, it essentially moves an entire melee force much closer to the enemy. I think that overall, this is an advantage to melee.Yeah, I don't really feel that it's excessively punitive by design to melee. In fact, I think some melee armies (knights + Gilbert being the first that comes to mind) would preform extremely well on that map.

My objection, and it's really just personal preference, is that I like the element of maneuver early on in a battle, as each army makes its play at height or glyphs or decides to slow roll or rushes the opposing startzone. Although I do appreciate that a map like "Riposte" or "Breach" makes you think a lot harder about placement of figures in the startzone. I guess I prefer the way that plays out on a map like "Can't See the Jungle", where the placement of figures feels more like a virtual playing out of the first round from imaginary setback startzones. Again, it's mostly a matter of taste.

Thanks for sharing your thoughts on the asymmetry of "When Paths Cross". My instinct was that yellow had a big advantage but now I see the advantages for blue that you're talking about, and there are certainly some armies where I think I'd prefer the blue side.

Cleon
April 15th, 2010, 04:14 PM
Great maps! When Paths Cross :up: :up:

I'm also working on a batch of maps right now.

Edit: I remember my old "boiling point" I was making. Wasn't very good, but cool coincidence!

Arrow Grut
April 15th, 2010, 05:15 PM
Divide we Fall gave me a good idea! (Awesome map by the way!)
Think divided we fall and replace all snow with lava tiles:twisted:

GameBear
April 16th, 2010, 08:38 AM
Jotun's Gap, huh? ... Pretty sure you named it that just to tease me about the lame names of my maps.
Teasing? More like a form of flattery, right? That's what I'm telling myself for Boiling Point (http://www.heroscapers.com/community/downloads.php?do=file&id=141).

Interesting maps, Dignan.

Dignan
April 16th, 2010, 09:02 AM
Jotun's Gap, huh? ... Pretty sure you named it that just to tease me about the lame names of my maps.
Teasing? More like a form of flattery, right? That's what I'm telling myself for Boiling Point (http://www.heroscapers.com/community/downloads.php?do=file&id=141).

Interesting maps, Dignan.

Yeah, I figured there had to be a map out there with that title already. You'll have to give me a little slack, I'm generally only good for a map name or two before I'm out of ideas. I had to come up with 5 the other day and it was clearly too many for me. :D

Jexik
April 16th, 2010, 09:46 AM
There are probably half a dozen maps named Spring Thaw.

DrLivingston
April 17th, 2010, 02:17 PM
Boiling Point is brutal. Which I suppose is what a lava map is supposed to be. The wound glyph showed up and between that and the high ground lava death of "expendable" rats and arrow gruts, the map killed quite a few people.

Definitely have to be prepared to have someone killing the guys in your start zone right off the bat on this one.

(But I won, so its an awesome map!)

When Paths Cross continues to be a favorite, although there are some definite opinions about which start zone gets the better deal.

Riposte got played on twice and R˙chean beat me both times.

(Once by karate chopping SIX(!) Granite Guardians with his ding dang Nakitas. SIX! I would have cried if I hadn't been laughing so hard.)

Despite my shelackings I liked the map a lot. There's a lot of thinking around the rock piles next to the glyphs as you try to engage/unengage figures to protect/reach the glyphs.

We did see camping on one of the side mountains, but that had more to do with what was left of our two armies (Krav/Nakitas vs Granite Guardians) at the time. If a wound glyph(out of camping range) had popped up things would have been different...

Jotun's Gap was fun as well. The straight shot through the midde came into play more than I thought it would. Lots of up down elevation dances (which I always love).

A criticism came up with the glyph positioning as R˙chean was trying to figure out where to place Eldgrim. He could only reach one glyph with over extend. We counted them out and if your opponent gets a better random glyph than you, he is definitely getting there first. You usually rail against situations like that, so what's up with that?

As always your maps are a lot of fun to build--the placements are always well thought out and it's neat to watch the terrain colors you don't want to show up get covered and just used as support hexes.

Jobs a good 'un!

Dignan
April 17th, 2010, 03:50 PM
When Paths Cross continues to be a favorite, although there are some definite opinions about which start zone gets the better deal.

Yep, I think there are definite start zones that you want based on the army matchup.


Riposte got played on twice and R˙chean beat me both times.

(Once by karate chopping SIX(!) Granite Guardians with his ding dang Nakitas. SIX! I would have cried if I hadn't been laughing so hard.)

Despite my shelackings I liked the map a lot. There's a lot of thinking around the rock piles next to the glyphs as you try to engage/unengage figures to protect/reach the glyphs.

We did see camping on one of the side mountains, but that had more to do with what was left of our two armies (Krav/Nakitas vs Granite Guardians) at the time. If a wound glyph(out of camping range) had popped up things would have been different...Yeah, camping on the side mountains is something I hate, but hopefully it gets mitigated some with the glyphs. Usually I'd try to block line of sight off the hills better, but with only 1 MS, you find yourself limited in that department.


Jotun's Gap was fun as well. The straight shot through the midde came into play more than I thought it would. Lots of up down elevation dances (which I always love).

A criticism came up with the glyph positioning as R˙chean was trying to figure out where to place Eldgrim. He could only reach one glyph with over extend. We counted them out and if your opponent gets a better random glyph than you, he is definitely getting there first. You usually rail against situations like that, so what's up with that?

The glyphs are actually one hex off in the build and picture. I guess they slipped with me moving the maps so much. I've been testing a new theory in glyph placement in both Jotun's gap and (more deliberately) in schwerpunkt.

Originally, the unknown glyphs in schwerpunkt were two hexes over and equally distant from each start zone. However, due to the orientation of the start zones, one side ended up being better able to attack a given glyph (the one to their right). That's because a larger selection of their army was actually closer to that one.

So, I changed the position of the glyphs slightly. Now, you are slightly closer to the glyph to your left, but you actually have a nearly equal portion of you start zone within range 10 flying to each glyph (one side has 7 while the other has 8). While this concedes a small initial advantage over one glyph, I think it balances out the glyph placement in the middle and later stages of the game (something that I think was missing with my initial designs on glyph placement).

I'm not sure how much this approach to glyph placement will affect the game, but I think it's an important element to consider and I will be looking into it will each map I design in the future.

I'll update Jotun's Gap shortly.

EDIT: Jotun's Gap is updated.

Killer Lawnmower
May 12th, 2010, 06:02 PM
WOW:shock: Awesome maps, I'll probably download Warden soon!

Dignan
May 12th, 2010, 07:19 PM
WOW:shock: Awesome maps, I'll probably download Warden soon!


Thanks. Let me know how your games go if you end up playing on it.

Killer Lawnmower
May 12th, 2010, 08:47 PM
Played a quick game after I finally got it set up!
Very fun, a lot of action around the middle, by the wound glyph.
I'm going to try to get a friend over this weekend to play on it.
:excited::headbang: