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View Full Version : TOG's Small Footprint for 1 MS Maps - Updated 05/13/10


TOG
March 26th, 2008, 06:27 PM
I'm currently developing small maps, under the BoV terrain guidelines. They are designed to fit on a 20 x 30 piece of foam core for easy portability, and bring melee back into the game.

Here's the first, Valhallan Chess Match
http://i224.photobucket.com/albums/dd184/tog_bucket/ValhallanChessMatch.jpg

Yes it is supposed to be symmetrical. And it supposed to balance melee against the ever popular range.

Thanks for looking!


Knophree Pass (http://www.heroscapers.com/community/downloads.php?do=file&id=1331), a derivative of Cassandra's Crossing that I scrapped

http://i224.photobucket.com/albums/dd184/tog_bucket/KnophreePass2.jpghttp://i224.photobucket.com/albums/dd184/tog_bucket/KnophreePass1.jpg

Instant On (http://www.heroscapers.com/community/downloads.php?do=file&id=1319), a split start zone, instant action map

http://www.heroscapers.com/community/gallery/files/1/9/1/8/instant_on.gif

Matthias Maccabeus
March 26th, 2008, 06:54 PM
Being a melee enthusiast and all, I like the map. My knights can get to the action quick!

STAROCEAN980
March 26th, 2008, 06:58 PM
I like it. Small and fast.

Codeman
March 26th, 2008, 07:17 PM
Interesting ... I will have to play on it before I make final judgement.

One thing I noticed is there is no gylph placements. If I was making a map similar to this I might have considered maybe the back 1/3 of the starting zone have 1 hex of elevation ( just to help from being shot like "pig in a poke" :) in your own starting zone).

My other pet-peeve is this takes two RTTF not one. Just because of limited resources I perfer one MS and one expansion per tourney map.

I am afaid my post is coming off as negitive, however I really want to try this map out as it is simple and different and I think that can make a good tourney map.

TOG
March 26th, 2008, 09:59 PM
Interesting ... I will have to play on it before I make final judgement.

One thing I noticed is there is no gylph placements.

I designed this map to try and balance melee. However, I think that the standard A+1,D+1,M+2, could unbalance in the favor of melee. It is already possible for knights + Gil to cross the map in about 1 turn. Would you really want them banging on your starting zone with A+1 or D+1 against inherently weaker ranged units?

If I was making a map similar to this I might have considered maybe the back 1/3 of the starting zone have 1 hex of elevation ( just to help from being shot like "pig in a poke" :) in your own starting zone).

Definitely an option, or you could hit the road and get out of there.


My other pet-peeve is this takes two RTTF not one. Just because of limited resources I perfer one MS and one expansion per tourney map.


Here's trying it with 1 RttFF. Notice that not only does it open up firing lanes for ranged units while reducing cover for melee, but also makes wider lanes for advancing troops.

http://i224.photobucket.com/albums/dd184/tog_bucket/Chessv2.jpg


Thanks for the feedback guys.

Codeman
March 26th, 2008, 10:15 PM
I only mentioned gyphs as they have always been part of every tourney I've had or played in. I suppose you could have a map that did not use them and have them on the other maps. Just never thought of doing that.

Your say " or you could hit the road and get out of there " How do you move a dozen orcs out of your starting zone in just 2 or 3 turns? Unless you have just a couple of large heros.... most likely you will leave some fodder behind in the starting zone. Again I want to play this map and make my judgements after I play on it ....please remember at this point I am just speculating on how I think it will play out.

Thanks for the 1 RTFF option ... At the Tree Town Open I would have 9 or ten of these maps made, and I have enough RTFF to do that, but if I had to use 2 sets that would now mean I needed 18 - 20 RTFF to do it, and I don't have those kind of resources.

I didn't count the road tiles.... but is that only one set as well.

STAROCEAN980
March 26th, 2008, 10:15 PM
I think it's a little to flat now. It needs more hight dotted around.

TOG
March 26th, 2008, 10:25 PM
I only mentioned gyphs as they have always been part of every tourney I've had or played in. I actually prefer 'glyph-less' maps, but that is only because I usually forget I'm standing on the glyphs.

Your say " or you could hit the road and get out of there " How do you move a dozen orcs out of your starting zone in just 2 or 3 turns? Actually, that was sarcasm. However, you should be able to easily engage any advancing troops with your own, so they can't light up your start zone. Especially with the orcs.

I didn't count the road tiles.... but is that only one set as well.

DOH! Back to the drawing board.

This will get you by with 1 RttFF period. Both roads and trees:
http://i224.photobucket.com/albums/dd184/tog_bucket/Chessv3.jpg

TOG
April 1st, 2008, 11:00 PM
I think it's a little to flat now. It needs more hight dotted around.

This one's for you. Cassandra's Crossing. 1 RotV, 1 RttFF, and NO dragon perches.. :wink:

http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross2.jpg
http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross1.jpg

STAROCEAN980
April 1st, 2008, 11:07 PM
I think it's a little to flat now. It needs more hight dotted around.

This one's for you. Cassandra's Crossing. 1 RotV, 1 RttFF, and NO dragon perches.. :wink:

http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross2.jpg
http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross1.jpgVery nice! I like it a lot! :up:
Poor dragons. ;)

sarboz
April 1st, 2008, 11:17 PM
http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross2.jpghttp://i224.photobucket.com/albums/dd184/tog_bucket/CassCross1.jpg
I really like this one. Good work.

Gomolka
April 1st, 2008, 11:17 PM
I think it's a little to flat now. It needs more hight dotted around.

This one's for you. Cassandra's Crossing. 1 RotV, 1 RttFF, and NO dragon perches.. :wink:

http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross2.jpg
http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross1.jpg

Decent map, but it's very double-hex figure unfriendly =/ .

TOG
April 2nd, 2008, 05:54 PM
Decent map, but it's very double-hex figure unfriendly =/ .

It's trade off. Kind of tough to be double space friendly, without being able to park a dragon in the middle of the map on height.

Eckels
April 2nd, 2008, 06:15 PM
I really like that second map, TOG. Very nice.

I might build it and give it a go tonight. Could you put up a PDF?

Shades fan
April 2nd, 2008, 07:05 PM
That last one is great.Where are the Starting zones?

TOG
April 2nd, 2008, 09:06 PM
That last one is great.Where are the Starting zones?

The 24 grasses spaces here:

http://i224.photobucket.com/albums/dd184/tog_bucket/CassCross3.jpg

If you would like the pdf, PM me an email addy, since the download section is down.

Eckels
April 7th, 2008, 10:11 PM
I just typed a big long post about tonights experience with cassandra's crossing and then lost it because this computer is a piece of crap.

So to sum it up.

1.) The walls don't fit where you have them.

2.) the large tree doesn't provide very much cover where it is. The other side of the map seems to have a hefty advantage, both with cover, and height locations.

3.) it's a good start for a tournament style map, but it needs some balancing work.

All in all, I enjoyed playing it, though I got my ass kicked hard. (i had three squads of sentinels and a squad of 4th mass. every sentinel whiffed every single defense roll. it was unbelievable. )

TOG
April 7th, 2008, 10:26 PM
I just typed a big long post about tonights experience with cassandra's crossing and then lost it because this computer is a piece of crap.

So to sum it up.

1.) The walls don't fit where you have them.

Yep. I noticed that when I put it together yesterday. I think the proper solution would be to eliminate them altogether, as they serve no real purpose mechanically.



2.) the large tree doesn't provide very much cover where it is. The other side of the map seems to have a hefty advantage, both with cover, and height locations.

I'm working on this, while trying to avoid dragon perches at the same time.
[/quote]

I spent yesterday on Chess Match. Fast and furious is the rule here, with attacks possible in the first turn. But it was nice to complete a game in 25 minutes, so I could retool my army and go again!

Thanks for trying it out Cassandra's Crossing.

paradox22
April 8th, 2008, 02:45 AM
Awesome Maps Tog! I look forward to killing you on them! :nkick: LoL

Nadom
April 8th, 2008, 09:01 PM
I really like this project, TOG. I'm looking forward to seeing what you can do with it.

bobofdeath
April 9th, 2008, 10:19 PM
Tog
I like the first map because I pefer non-ranged armies but it looks like the second one would play better.
good job on them both
bobofdeath

TOG
April 9th, 2008, 11:22 PM
After trying to make some 'issues' with Cassandra's Crossing work, added Knophree Pass.

TOG
March 22nd, 2009, 08:20 PM
Added "Instant On". Took this one to our game day today and had a great time. It requires careful placement of your army, almost brings back memories of drafting your army. For those that downloaded it in it's preliminary stages, please note that the stuff that didn't fit, now fits, and there are now 24 starting hexes, rather than 22.

AliasQTip
March 25th, 2009, 04:42 PM
Your maps remind me of mine (http://www.heroscapers.com/community/showthread.php?t=22124). Compact with lots of action. Nice work, TOG. They kinda make me wish I had another RttFF.

I'm currently working on a map with scattered starting zones. I've never actually played a battle that way but I image your starting placement plays a big part in the resulting game. The wife and I don't normally draft 'n' place; we just pick out an army we like and fill out are start zones.

nyys
March 26th, 2009, 09:22 AM
I don't know about playability, but this map looks really cool... I'll have to give it a whirl.

http://i224.photobucket.com/albums/dd184/tog_bucket/KnophreePass2.jpg

TOG
March 26th, 2009, 10:09 PM
Thanks guys.

nyys,

The link for Knophree Pass now works.

A_Train
April 6th, 2009, 12:16 PM
I'm thinking of giving Knophree Pass a shot at a tournament at the end of April. Has anyone tried it, and have comments?

TOG
August 7th, 2009, 09:56 PM
Desperately seeking inspiration, I've been digging through a lot of the .net maps (http://www.heroscapers.com/community/showthread.php?t=139) and 'transcribing' a few of them to VirtualScape. Currently, I'm building out this 'capture the flag' map by Dan Cavaliere called "Infiltrate or Instigate", in the 3MS collection:

http://www.heroscapers.com/community/gallery/files/1/9/1/8/iandigif.gif

There are some really interesting maps in there that just aren't done justice by the Solidscape/LandScape renderings, although I think I may actually prefer the appearance of those build instructions. I might have to con some youngins with more energy to transcribe more of these maps...

TOG
March 30th, 2010, 11:44 PM
IandI-SCT (http://www.heroscapers.com/community/downloads.php?do=file&id=2178), a derivative of the above map:

http://www.heroscapers.com/community/gallery/files/1/9/1/8/iandigif_424393.gif

TOG
May 13th, 2010, 09:18 PM
The above map, revised to add stability and the Hive as a LOS blocker.

I and I - SCT Rev 2 (http://www.heroscapers.com/community/downloads.php?do=file&id=2323)

http://www.heroscapers.com/downloads//r2_pI2.gif

Killer Lawnmower
May 13th, 2010, 09:25 PM
Sweet, I'll probably make Knophree Pass soon, once I'm done with a couple others I'm playtesting.