View Full Version : Tournament Map
September 7th, 2006, 09:13 PM
Here is my first attempt at a map for a tournament type of setting.
It uses 1 MS 1 RTFF and less than half of one castle set. Should make it easy to make multiples. I have yet to make this map in person yet as all of the terrain pieces are at my friends house currently.
You can download the virtualscape file here (http://www.savefile.com/files/45456)
Or get the PDF file here (http://www.savefile.com/files/47698)
I'm planning on maybe putting something together in the near future in the form of a tournament or at least HS gameday for people in the north ATL, GA area. Its a bit sparse in terms of events here now so maybe it will spark some further interest in this area.
Anyways let me know what you think of the map, I want to make a few different kinds of maps using 1MS and bits of other expansions for future tournaments.
September 8th, 2006, 08:25 AM
Very nice, these are the kind of maps I use out of necessity. Until I get a couple more cheap folding tables to shove together that is. But the small maps do get the action going quicker!
September 8th, 2006, 09:06 AM
I run a mac, can anyone turn it into a pdf?
September 8th, 2006, 12:02 PM
PDF file is uploaded (http://www.savefile.com/files/47698)
Sorry about that, I completely forgot about the mac guys :oops:
September 8th, 2006, 12:57 PM
Thanks for it ;)
September 8th, 2006, 01:45 PM
Nice map but I thnk having the castles right next to the start zones gives a huge advantage to ranged armies. By turn 2 or 3 you can have shooters up on the walls getting some nice bonuses for those poor groundpounders having to slog it over the map to engage them. I would think the best thing for castle walls on a tourney map is place them in a contested area away from start zones. That forces the armies to fight over an important objective (either denying the use of the castle or to use the castle.) Just an observation.
September 8th, 2006, 01:46 PM
Newb in a tourney game if you aren't balancing your army with Range and Melee you are probably going to lose no matter what happens.
September 8th, 2006, 01:48 PM
That's very true but by starting with them already up on the battlements it forces a stalemate as far as I'm concerned.
September 8th, 2006, 01:51 PM
Ah yes, very true. We ran into that problem when were playing 2v2 with 2 castles.
They either need to be close enough so that most ranged units can shoot from one to the other, or there only needs to be one and you fight for it. Or some kind of scenario that makes you leave the castle for some reason or another.
September 8th, 2006, 01:55 PM
now that's a quick and dirty map there..no offense intended..
it's short, it gets yer armies into action quicky...
I personally like it, though I cant give thoughts on how it plays until I set it up and try it out.
but from just looking..ranged units will have a huge advantage by round 2, that is if they survive....
not sure if I'd put castle walls on a map of that confiquration esp if ye using it for tourney's..however I'd replace the walls with walkway sections and use battelement's to divide the start areas...
but than again that's going to disadvantage ranged units.
mape size: it's quick, it's dirty...yer gonna get into a brawl on it quickly..ranged units with low defense will get murdered unless ye get them on the walls..and they still might get murdered..*envisions* a squad of minions hitting yer opponents ranged units or a squad of sentinels..
however I do like the map, have ye tested it out with various armies yet?
September 8th, 2006, 02:53 PM
no testing yet, might this coming weekend. I just got bored and through it together real quick in virtualscape
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