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Kahrma
August 28th, 2006, 01:12 PM
Thought I'd post some of my maps for others to try out. I'll be adding more as I go along, so be on the lookout for updates! Hope you enjoy these as much as I have. Constructive criticism is always welcome, so feel free to comment!


1 Masterset


Myrkr Spring (http://www.heroscapers.com/community/downloads.php?do=file&id=610)
http://www.heroscapers.com/downloads//merkyr%20%20spring%20b_VGU.jpg

This is a semi-symmetrical map using 1 SotM and 2 TJ. Jungle terrain directs movement out of the 24-hex start zones for non-flyers. A generous helping of jungle brush and palms should provide ample cover for melee assaults. The single glyph location should help lure units away from the central island.



Grenmyrr Keep (http://www.heroscapers.com/community/downloads.php?do=file&id=551)
http://www.heroscapers.com/downloads//grenmyrr%20keep%201_V7o.jpg
Grenmyrr Keep is a semi-symmetrical map using 1 SotM, 1 FotAK, and 1 TJ. A small keep dominates the center of the map, hiding several useful glyphs behind its closed door. Rannveig glyphs in each starting zone should keep flyers out, though the AE, monks, and Drake cannot be thwarted! There are no ladders inside the keep, so the walls should be unreachable for ranged units - short of using AE, Saylind or Jotun. Jungle terrain below should give units on the ground a helpful boost, while road tiles provide a fast means of engagement.



Dreyrugr Holr (http://www.heroscapers.com/community/downloads.php?do=file&id=221)
http://www.heroscapers.com/downloads//dreyrugr%20holr%201_z7V.jpg
Dreyrugr Holr is a semi-symmetrical map using 1 RotV MS and 1 RttFF expansion. No tiles from small expansions were used. The map features a wide, level 1 road along one side of the map. There are two elevated areas running parallel to the road, with a valley in between - home to two random glyphs. A glyph of Kelda is tucked onto a 1-hex island protected by a stream. Download is in PDF format.



Turret Rocks (http://www.heroscapers.com/community/downloads.php?do=file&id=220)
http://www.heroscapers.com/downloads//turret_rocks_6lu.jpg
This is my latest version of "Turret Rocks", and the one accepted to the BoV. "Turret Rocks" is a somewhat symmetrical map using 1 RotV Master set. No extra tiles or expansions were used, so nearly anyone should be able to build this map. The map features full 24-hex starting zones, decent cover from range, and minimized single-hex landings. The "Turrets" were designed such that getting single-spaced non-flying figures (ie. most ranged units) up to max elevation will require a significant investment in movement. This version has been updated with a fixed glyph of Astrid - I thought some previous glyph placements were imbalanced. Download is in .PDF format.



Spring Thaw (http://www.heroscapers.com/community/downloads.php?do=file&id=222)
http://www.heroscapers.com/downloads//spring%20thaw%20v1.5%20a_W3v.jpg
Spring Thaw has been significantly revised based on suggestions made following the original's use at Gencon 07'. It remains a semi-symmetrical, 2 player map using 1MS, 1TT, and no tiles from small expansions. Spring Thaw features full 24-hex starting zones, minimized single-hex landings, range cover, and 2 suggested glyph locations. While it was made to be played with "Light Snow" and "Normal Ice", it is now navigable using "Heavy Snow" rules. Download is in .PDF format.



The Keyholes at Wolf Swamp Road (http://www.heroscapers.com/community/downloads.php?do=file&id=94)
http://www.heroscapers.com/downloads//keyholes%20a_PQ7.jpg
This is my entry for Nether's Meta-Map contest. It is a semi-symmetrical map using 1MS, 1RTFF, and no tiles from small expansions. Just about anyone can build this map! The terrain forces you to make some strategic decisions - do you rush through the keyholes and engage the opposition, or clamor for high ground? Should you skirt the edges and grab the glyphs? One of my favorite maps, small or large!



Blind Date (http://www.heroscapers.com/community/downloads.php?do=file&id=223)
http://www.heroscapers.com/downloads//blind%20date%201_sC5.jpg
"Blind Date" started as a re-mix of my meta-map "Keyholes" (featured below). While maintaining the same core architecture, "Blind Date" is more stable and plays quite differently. This is a semi-symmetrical map using 1MS and 1RttFF. No tiles from small expansions were used - you should actually wind up with a few unused single-hex grass - so no worry of coming up short. This remix boasts full 24-hex starting areas, ranged cover, further minimized single-hex landings, and 2 suggested glyph locations. Download is in PDF format.



Frost Heaves (http://www.heroscapers.com/community/downloads.php?do=file&id=261)
http://www.heroscapers.com/downloads//frost%20heaves_Vrp.jpg
This is a semi-symmetrical map using 1MS and 1TT. The outer portions of the map are symmetrical - the inner portion is not. No tiles from small expansions were used, so there should be no danger of coming up short! The map features 24-hex starting areas, ranged cover, minimized single-hex landings, and 3 suggested glyph locations. Snow tiles should be treated as "Light Snow", ice tiles as "Normal Ice". Download is in .PDF format.



Redslick Bridge (http://www.heroscapers.com/community/downloads.php?do=file&id=243)
http://www.heroscapers.com/downloads//redslick%20bridge_rkC.jpg
I originally called this one "Crossings", but it sounded too much to me like a prime-time teen drama series or something. This one is a 2 player (mostly) symmetrical map using 1MS and 1RTFF. No tiles from small expansions were used. Features 24hex starting zones and minimized single-hex landings. Should easily support 400-600 point armies for "Kill'em All" or "Capture the Flag" scenarios.


Eruption at Durgeth Keep (http://www.heroscapers.com/community/downloads.php?do=file&id=272)
http://www.heroscapers.com/downloads//eruption%20at%20durgeth%20keep_22k.jpg
My first attempt at a VW map. It is a non-symmetrical map using 1MS, 1 RTFF, and no tiles from small expansions. You might recognize some cues from Soulrazor Canyon. I tried to balance the advantage of high terrain by making most of it with Lava Field tiles.


2 Mastersets

Swamp's Edge (http://www.heroscapers.com/community/downloads.php?do=file&id=273)
http://www.heroscapers.com/downloads//swamp's%20edge_A7v.jpg
This is my first attempt at a SotM map, and takes cues from "Ternion Shelf" below. Swamp's Edge is a non-symmetrical map using SotM and RotV, featuring prominent shelves, 24-hex starting zones, and two fixed glyph positions. This map was designed in VirtualScape and has yet to be playtested.



Ternion Shelf (http://www.heroscapers.com/community/downloads.php?do=file&id=225)
http://www.heroscapers.com/downloads//ternion%20shelf%20a_KyT.jpg
This is probably my favorite of my 2MS maps. I used 2MS, 2RTFF, and tiles from several small expansions. I used no road tiles from RTFF. The "Ternion Shelf" link includes a tile count for those interested. This map is non-symmetrical and features overhangs covering most of the middle of the map. Water covers a good portion of the terrain beneath the overhangs, but there are plenty of dry paths through. Marrden Lair at Ternion Shelf (http://www.heroscapers.com/community/downloads.php?do=file&id=271) is simply a scenario using the Marrden Hounds in conjunction with the Ternion Shelf map.



Gate to Borg Dalr (http://www.heroscapers.com/community/downloads.php?do=file&id=224)
http://www.heroscapers.com/downloads//gate%20to%20borg%20dalr_4Wh.jpg
A 2 player, semi-symmetrical map featuring a river passing through a mountain pass. Roadbuilders were forced to bridge the river in order to complete the road into/out of the valley. I used 2MS, 2RTFF, and tiles from about 22 small expansions for this one.



Cerulean Pools (http://www.heroscapers.com/community/downloads.php?do=file&id=242)
http://www.heroscapers.com/downloads//cerulean%20pools%20a_q7s.jpg
A 2 player, non-symmetrical map featuring roads, bridges, and hidden glyphs. I used 2 MS and 2 RTFF, with no tiles from small expansions. No danger of coming up short! I've made a couple of minor changes (glyph placements) for the sake of balance since the screenshot was made. Not terribly balanced, but still fun to play on!

Kahrma
August 28th, 2006, 04:56 PM
Just thought I'd post to say that I'm done for now :banana: so here's a dancing banana.

LilNewbie
August 28th, 2006, 05:08 PM
Nice maps! Thanks for posting. I especially like Cerulean Pools and Gate to Borg Dalr.

Newb.

Aranas
August 29th, 2006, 01:57 PM
Nice maps and nice avatar!
I like the small map (The Keyholes at Wolf Swamp Road). Will try it someday, when I finally get RTTFF...

Aranas

Fsiv330
August 29th, 2006, 08:25 PM
nice maps

K/H_Addict
August 29th, 2006, 08:27 PM
aranas, i thought you had RttFF?

Aranas
August 29th, 2006, 10:34 PM
aranas, i thought you had RttFF?
:cry:

Well, It has been ordered from HouseMouseGames in a joint order with ArchonShiva including castles. Since the point of this joint order was to save on shipping, I have to wait for the castles before I get my RTTFF. :?

Aranas

Jandars_Hope
August 30th, 2006, 06:25 AM
i like the cerulean pool one!

HokshilaTo
September 5th, 2006, 09:05 PM
We built "Gate to Borg Dalr" and really enjoyed it. Thanks for the great map. Although we didn't play your scenario, we had alot of fun.

Fsiv330
September 6th, 2006, 03:59 PM
i ike the cerulean pools!!!!

Kahrma
September 6th, 2006, 06:52 PM
We built "Gate to Borg Dalr" and really enjoyed it. Thanks for the great map. Although we didn't play your scenario, we had alot of fun.

Thanks! That's so friggin cool - seems surreal to imagine one of the maps that grew on my kitchen table, materializing 3 states away in Utah. Glad to hear you enjoyed it!

Kahrma
November 27th, 2006, 02:21 PM
Just added "Spring Thaw" to the front page, and to the downloads section. Lemme know what you think!

SlikkRikk
November 27th, 2006, 04:45 PM
I love it bro.

Hex_Enduction_Hour
November 27th, 2006, 05:16 PM
1 Masterset

http://www.heroscapers.com/download/downloads//Spring_Thaw.JPG
Spring Thaw (http://www.heroscapers.com/download/index.php?dlid=282)
My first map using Virtualscape and the TT expansion. This one's a semi-symmetrical, 2 player map using 1MS, 1TT, and no tiles from small expansions. It's downloadable in PDF format.
This looks like a lot of fun on a small map! I've enjoyed TT terrain immensely, so I 'd like to try this map out someday!
Thanks for sharing.

monkeyfish
November 27th, 2006, 07:41 PM
Cool maps! I'll have to try to build one sometime.

Kahrma
December 4th, 2006, 12:46 AM
This post formerly included pics of a couple near-final versions of what is now "Redslick Bridge". I've removed them to reduce the number of links/pics in this thread. Thanks to all below who gave their opinions and advice!

Khanbob42
December 4th, 2006, 01:50 PM
I definitely like the version with the other paths besides the road. Otherwise with just the bridge in the middle melee units would bottleneck and ranged figures would be overly useful thus leading to an unbalanced map.

Other than that the map looks really great. Definitely one I would like to play on.

Just my :2cents: I am no expert.

Velenne
December 4th, 2006, 02:42 PM
I agree with Khanbob; the second map is better.

Did I see 4 glyph emplacements? AFAIK, most tourneys use 2. If I had to choose, I'd take away the ones in the river. Otherwise I like the use of sides for the bridge and the cover provided from the trees to get around the bridge. With the placement of the roads being so close, and the map being small, you can expect immediate action on this one.

Kahrma
December 5th, 2006, 09:53 AM
Thanks for the input so far! This is exactly what I was looking for. I'm a little mixed on the two central glyphs myself - they're easily reached in 2 turns by most, in 1 turn by some. A little too easy to get to? I like the outer glyph locations better, but I wonder if they're a little too easliy defended?

Glad to hear you both agree re: adding the additional river crossings to avoid the usual bridge bottleneck. Definitely keeping those.

Ch1can0
December 11th, 2006, 05:54 PM
Hi Kahrma!

want to tell you that i´ve just played your map Cerulean Pools with a friend and we had a great a time on it! Thanks for making such a cool map and sharing it with us. I had to go to the download section to make my vote & comment on it. btw, so many downloads and so few comments :-/

i like your new map! i don´t think the outer glyph spots are to easy to be defended, as you can attack the glyph sitter from height. outer glyph positions are good so not all units focus on the middle. I wouldn´t use the 3hex tiles in the startzones, better use the tiles to spread some height on the battlefield, but that´s perhaps just me ;-)

Good work! http://home.arcor.de/fellechner/smilies/jo.gif

Bye, Ch1can0.

Kahrma
December 12th, 2006, 10:15 AM
Thanks Ch1can0! Glad you enjoyed Cerulean Pools. Thanks for leaving your comments, and for such a rating!

As for the latest map, I agree - in a couple of playtests, the outer glyph locations felt about right as far as accessibility and defensibility go (IMHO). I've also decided to move the trees near the ends of the bridge in line with the bridge to provide more useful cover. I should have it posted in the downloads section soon.

GaryLASQ
December 12th, 2006, 06:02 PM
hey Kahrma. i was looking through the map downloads yesterday for something to use in the near future and liked what i saw when i looked through your maps.

i plan to try 3 or 4 of them out in the next few weeks.

http://www.heroscapers.com/community/showthread.php?p=151680#165089

Taylor21279
December 13th, 2006, 01:53 PM
I think I am going home to build Eruption at the Keep right now. Love your maps.

Satyr
December 13th, 2006, 03:51 PM
Still Fishing ???

All my comments have already been addressed. The main one is moving the 3 hex tiles in the starting zones out into the battle field to offer more variation. Cover does look a little sparse, but I'd have play the map to be sure.

I’m curious how defendable the glyph positions are next to the highest points on the map? Seems like a squad could easily hold a glyph … but it would take a whole squad … +1 attack would be worth it.

The map seems well balanced and double space figure friendly (no single hex sniper points). I’d be interested to see your modifications.

Kahrma
December 22nd, 2006, 08:38 AM
Redslick Bridge (originally "Crossings") is now downloadable from page 1 post 1 of this thread. Thanks everyone for your advice and opinions!

Kahrma
March 9th, 2007, 10:04 PM
New map on page 1 - Frost Heaves! Enjoy! Constructive criticism more than welcome!

philowar
March 9th, 2007, 10:28 PM
New map on page 1 - Frost Heaves! Enjoy! Constructive criticism more than welcome!

How do you view the file? It has a .hsc extension and not .pdf.

Kahrma
March 10th, 2007, 09:43 AM
New map on page 1 - Frost Heaves! Enjoy! Constructive criticism more than welcome!

How do you view the file? It has a .hsc extension and not .pdf.

Oops. I uploaded the VirtualScape file instead of the PDF. If you use VirtualScape, you should be able to open it there. I'll re-submit Frost Heaves with the PDF file. Sorry about the mix-up.

Hedge Knight
March 10th, 2007, 09:45 AM
Kahrma,

Your maps are brilliant! I played on Keyholes a few months back, and it blew me away. I didn't notice this thread at the time...seeing your maps all together like this is really impressive. The semi-symmetry is especially welcome and refreshing. I also love the fact that many of your maps are tournament-ready (1 MS and 1 expansion). I'm a big fan! :cheer:

I don't have TT, but after seeing what you do with it, I think it's going on my shopping list!

Thanks very much for making these available! Keep up the great work.

Hex_Enduction_Hour
March 10th, 2007, 11:40 AM
Kahrma, It appears you've uploaded the VirtualScape of Frost Heaves instead of the PDF?

Kahrma
March 11th, 2007, 09:17 AM
Kahrma, It appears you've uploaded the VirtualScape of Frost Heaves instead of the PDF?
Yep, my mistake. I've had this map around for a couple months now, but once I got the pics I must've gotten in too much of a hurry to get it uploaded. I'll be uploading the PDF version soon. Thanks!
Kahrma,

Your maps are brilliant! I played on Keyholes a few months back, and it blew me away. I didn't notice this thread at the time...seeing your maps all together like this is really impressive. The semi-symmetry is especially welcome and refreshing. I also love the fact that many of your maps are tournament-ready (1 MS and 1 expansion). I'm a big fan! :cheer:

I don't have TT, but after seeing what you do with it, I think it's going on my shopping list!

Thanks very much for making these available! Keep up the great work.

Thanks! Glad you've had fun with them. For as small as it is, Keyholes is one of my faves (as far as my maps go), though Nilf and Braxas have an almost unfair advantage there...

Hahma
May 6th, 2007, 12:30 AM
Just wanted to say that I built and played the Cerulean Pool map/scenario tonight with my nephew and we both loved it. Very nice. It has all kinds of neat things such as different elevations all over the place, plenty of road to move quick, water and great glyph placement. We had a blast and it was a close game, I had one Micro Corps Agent left to his two Izumisl. I got tired of running so we locked up and he killed me with a counterstrike.

I played on the map once before at one of GARYLASQ's Chicagoland get togethers, but we didn't use the glyphs. It made a huge difference with the glyphs in the game I played tonight, much more strategy and dire consequences.

Anyway, I just wanted to give Kahrma props for a great map and scenario. I'm sure I'll keep it built for a while and play many more times on it.

Joah
May 6th, 2007, 12:41 AM
I played on the map once before at one of GARYLASQ's Chicagoland get togethers, but we didn't use the glyphs. It made a huge difference with the glyphs in the game I played tonight, much more strategy and dire consequences.

Anyway, I just wanted to give Kahrma props for a great map and scenario. I'm sure I'll keep it built for a while and play many more times on it.

GaryLASQ'S Chicagoland events brought Kahrma's maps to my attention too.
Great maps K, really. I've put together a couple of them and just let them sit.
Playing on them of course, but Kahrma's maps are great unit testers.

Fun, cool looking, balanced maps. Thanks K.

Hahma
May 6th, 2007, 12:57 AM
I played on the map once before at one of GARYLASQ's Chicagoland get togethers, but we didn't use the glyphs. It made a huge difference with the glyphs in the game I played tonight, much more strategy and dire consequences.

Anyway, I just wanted to give Kahrma props for a great map and scenario. I'm sure I'll keep it built for a while and play many more times on it.

GaryLASQ'S Chicagoland events brought Kahrma's maps to my attention too.
Great maps K, really. I've put together a couple of them and just let them sit.
Playing on them of course, but Kahrma's maps are great unit testers.

Fun, cool looking, balanced maps. Thanks K.

Joah, did you make it to GARYLASQ's? I made it to a couple and had fun, though Guy and his Q9/Raelin combo are infuriating :evil: I got really busy with my business and rehabbing my deceased mother-in-law's house, so I haven't made it lately, though it's on Soccer Hiatus now :) I hope to get up there again.

BTW Joah, I lreally iked your super tall castle map with the King Kong type guy at the top holding on to Fay Raelin

Joah
May 7th, 2007, 12:56 AM
Joah, did you make it to GARYLASQ's? I made it to a couple and had fun, though Guy and his Q9/Raelin combo are infuriating :evil: I got really busy with my business and rehabbing my deceased mother-in-law's house, so I haven't made it lately, though it's on Soccer Hiatus now :) I hope to get up there again.

BTW Joah, I lreally iked your super tall castle map with the King Kong type guy at the top holding on to Fay Raelin

Hahma, I've made it to a couple of Gary's events, but at a different location.

I must have pissed Gary off, because he's made it impossible for me to get to another. :wink:

I'm so happy someone else caught the "Fay Raelin".

I've got a big "No-prize" for you Hahma.

Kahrma
May 11th, 2007, 12:23 PM
Thanks guys! Glad you liked the maps. I haven't been too active around here lately, but one of these days I'll have to break out the hexes and get back to "work" ;)

ngin896
May 13th, 2007, 11:40 PM
Nice Maps.

Kahrma
July 17th, 2007, 02:43 AM
Finally got around to messing around in LandScape and came up with a (semi) new map - Blind Date (http://www.heroscapers.com/download/index.php?dlid=728)! Pics and description are on page 1, or you can click on the link.

Enjoy!

Supergeek
August 10th, 2007, 02:36 PM
I just played a few games on Spring Thaw prepairing for :gencon: and I like it alot.
Well done! :up:

Kahrma
September 12th, 2007, 10:40 AM
New map posted! "Turret Rocks" (http://www.heroscapers.com/download/index.php?dlid=815) is at the top of page one of this thread. This is a true 1MS map using no expansion terrain whatsoever. I've had a great time playtesting and this one - hope you will too!

snowballmaster9
September 12th, 2007, 03:32 PM
I like the The Keyholes at Wolf Swamp Road one hte best keep it up.

Kahrma
March 10th, 2008, 12:14 PM
New map everyone!

Dreyrugr Holr (http://www.heroscapers.com/download/?dlid=1379)

I've seen a lot of maps with elevated roads and bridges - maps where the road offers not just speed, but a height advantage. The starting point for this map was the road - 2 hexes wide, level one, nearly spanning the board. It offers a speedy way to your enemy's starting zone, and little else. Height must be found elsewhere, and is split across the map. Two random glyphs are located on low ground opposite the road, with a temporary glyph of Kelda in a mildly elevated area.

My biggest question to the community is the glyphs - are they too much? The glyph of Kelda is located so that it cannot be accessed by 2-hex figures - no danger of Q9 or Braxas getting a recharge ;) It is protected from melee figures by being higher than the water that surrounds it, but is quite vulnerable to ranged units camped on higher ground just a few hexes away. The most dangerous figure for this glyph/location combination would have to be Cyprien, though I haven't playtested this map with him yet. If I were to place a different glyph here, I would probably go with a different temporary glyph (Mitonsoul, Sturla, Erland) or a weak permanent glyph (Dagmar). I think this is a poor place for a strong glyph such as Astrid or Gerda, due to the somewhat elevated and protected location - a poor choice for a random glyph location for the same reason. This glyph location could, of course, be dropped entirely - but I kinda miss Kelda in competitive games!

I'd love to hear back from anyone who tries this one out. As it is, the games I've seen so far seem to involve the entire board. The road does get used, but the advantages of leaving it are obvious. Thanks again for stopping by, and I hope you like the map!

Jexik
March 10th, 2008, 12:19 PM
New map everyone!

It has the same organic look and feel that Turret Rocks has. (The footprint and basic idea also seem very close to Frozen Foothills which Messenger nominated to the BoV recently).

I probably won't get a chance to play on it any time soon, but it looks nice. Like Turret Rocks though, I'm worried a bit about how Dragons and other fliers might fare on it. Cyprien was pretty nasty on Turret Rocks in my games on it, and with a healing glyph, it might be a bit much like you said.

Phaethon
March 10th, 2008, 03:31 PM
New map everyone!

It has the same organic look and feel that Turret Rocks has. (The footprint and basic idea also seem very close to Frozen Foothills which Messenger nominated to the BoV recently).


I don't know... To me it has the organic look and feel of a Northrop Grumman B-2 Bomber...

:-)

Jonathan
March 10th, 2008, 04:14 PM
I like the road - it seems like it works like one of those people mover things at the airport :wink:

Darman
March 10th, 2008, 08:34 PM
Cerulean Pools was one of the first custom maps I played. It's a really good map. Great scenarios and a lot of variety for others.

scottishlad5
March 10th, 2008, 09:07 PM
oh nice I want to go :johnwoo: :zombie: :zombie: :zombie: :zombie: :zombie: kill zombies.

Kahrma
April 17th, 2008, 10:09 AM
New Map!

Swamp's Edge (http://www.heroscapers.com/community/downloads.php?do=file&id=273) uses 1 SotM and 1 RotV. I put this one together in VS quite a while back, but never got around to uploading it. This was/is my first SotM map, and borrows features from "Ternion Shelf" - I was curious wether the "shelves" could be replicated on a 1 RotV map. I have yet to playtest it - If you do, I welcome feedback!

Thanks again! On a side note - all links on the first page of this thread are updated and active :)

tyguy94920
April 17th, 2008, 10:13 AM
Wow!!! Swamp's Edge looks great, going to download it when I get home

Might be the next map I play (I'm choosing from 3 right now)

Good job!

Nadi
April 17th, 2008, 10:14 AM
That's a SWEET looking map. Killer job, as always, Kahrma.

yagyuninja
April 17th, 2008, 12:39 PM
Cool stuff, man. I love tunnels. :)

Kahrma
June 1st, 2008, 01:54 PM
New Map - Grenmyrr Keep (http://www.heroscapers.com/community/downloads.php?do=file&id=551)

The castle is meant to start with the door closed, protecting the glyphs within. Each starting zone features a glyph of Rannveig, to prevent flyers from hopping straight into the castle. Unfortunately, this does nothing to keep monks, Drake, or AE out! I placed the glyph of Proftaka at the door control space - if you want control of the door, you'll pretty much have to fully commit one figure.

I didn't add ladders to the castle, with the intent of preventing ranged units from camping out. AE can drop here, but will risk falling damage to get down. If flyers make it to the top, stepping on Rannveig will likewise force them to risk the fall.

I tried to pick glyphs for the castle that were (a) sufficient to draw units to attempt a breach of the castle door, without (b) being so powerful that monks/AE/Sotm Drake totally break the map.

Anyhow, I've been thinking about this one for a while, but just put it together in VS over the weekend. It has had ZERO playtesting, so it'll be interesting to see how it fares. Adding ladders, substituting/adding/subracting glyphs, and removing the castle door are all changes to be considered. Lemme know what you think!

Kahrma
June 14th, 2008, 09:20 PM
New Map - Myrkr Spring (http://www.heroscapers.com/community/downloads.php?do=file&id=610)

This one started with the concept of a central island, surrounded by a swamp canal protected by jungle terrain. When I first started dinking around with the idea, I was using 2 SotM and 1 TJ. After some tinkering, I decided the terrain ratio needed to be reversed!

The jungle terrain should direct foot traffic to the perimeter of the map, toward the random glyph location. Dragons and other flyers have the advantage of ignoring the underbrush, and can head directly toward high ground on the central isle. Troops trudging through the surrounding swamp water should be well-protected from ranged units on the periphery.

I haven't playtested this one yet, but should get some time in on it this weekend! If you get a chance to try this one out, I'd love to hear what you think.

Side note - After uploading this map, I noticed GameBear's Ticalla Sunrise (http://www.heroscapers.com/community/downloads.php?do=file&id=606) in the Download section. The similarities are pretty amazing - though I can assure you the resemblance is purely coincidental. If you like the looks of "Myrkyr Spring", you really should take a look at "Ticalla Sunrise". I know I will ;)

Cleon
June 14th, 2008, 09:49 PM
Nice new one Kahrma! It reminds me of a Swamp version of Turret Rocks. The main thing I like about it is that it has walls of Jungle trees and brush on 1 side of each starting zone, very cool!

Nadom
June 14th, 2008, 10:38 PM
I really like Myrkyr Spring. It's one of those maps that looks better and better the more you look at it and analyze it. It looks like 1 SotM + 2 TJ is going to be the new 1 RotV + 2 RtFF for 1-on-1 competitive maps. Nice work!

Kahrma
June 17th, 2008, 07:16 PM
Nice new one Kahrma! It reminds me of a Swamp version of Turret Rocks. The main thing I like about it is that it has walls of Jungle trees and brush on 1 side of each starting zone, very cool!
Yep, there are quite a few similarities with Turret Rocks. Wasn't intentional - kinda shows how my mind works.

I really like Myrkyr Spring. It's one of those maps that looks better and better the more you look at it and analyze it. It looks like 1 SotM + 2 TJ is going to be the new 1 RotV + 2 RtFF for 1-on-1 competitive maps. Nice work!
Thanks! I can't wait to see what others come up with. The new foliage looks great with the swamp terrain.

I got a chance to play on this one over the weekend. I had a good time playing on it, but all of those trees/bushes can make placing figs a tiny bit difficult. The +1 defense against ranged attacks sure helps melee get engaged - but that'll be the case on any jungle battlefield. I forgot to place the glyph (on my own map, nonetheless!) - I'm sure it would have played a bit differently had I remembered this.

I know at least one person played Zelrig here vs. a Marro army - didn't get to pay much attention to the game, but wish I had. I have a feeling the dragons will be damn strong here (obviously not something I'm opposed to!) Time will tell.

Shades fan
June 17th, 2008, 07:26 PM
I love the new map, and the old ones, + Rep!:D

Sokol
October 18th, 2008, 10:00 PM
Kahrma, I played on Turret Rocks for the first time today. It is a good map and plays well. The turrets added a lot of excitement.

Andyman is back
July 5th, 2011, 06:12 PM
Hey anyone know a good point limit and some starting zones for Ternion shelf?

Thanks

BTW awsome avatar. I stared at the thing for 25 minutes yesterday...

Killometer
July 5th, 2011, 06:19 PM
Kahrma has SZs indicated for a scenario in the download, so you could just use those. Or you could just use however many level-1 hexes around each large ruin you want. And since it uses 2 RotVs I'm sure it could support a lot of points, if that's what you like.

Andyman is back
July 5th, 2011, 06:33 PM
So probably 500-1500?
Whats your take?

Andyman is back
July 8th, 2011, 12:30 AM
:confused:Can someone clairify this for me: My mom and I (Ya, I know) were playing Turret Rocks. She had the yellow starting zone and was trying to move her Q9 up into the top rocks and couldn't because there was a water hex blocking Q9's movement. If you know this map and the place I'm talking about, or if you could clairify that rule for me, that would be great!:?

Killometer
July 8th, 2011, 12:40 AM
Because Q9 is double based he doesn't have to stop his movement when he lands on a single water space. If he has the available move to get past it he can effectively ignore it.

For general questions like this the Question Dump (http://www.heroscapers.com/community/showthread.php?t=27606) is probably the best place to get a quick answer.

Andyman is back
July 8th, 2011, 12:44 AM
So Q9 can stop hovering a little bit over an H20 space?

EDIT: Sorry for double unrelated post, how do I delete posts (Ya, I know)