View Full Version : The Book of Ravaged Road Map
quozl
March 1st, 2010, 12:35 AM
The Book of Ravaged Road Map
A C3G Competitive Map
http://www.heroscapers.com/downloads//rr1122_y38.jpg
Download PDF File Here (http://c3ggames.com/C3G/released/maps/C3G-MAP_RavagedRoad.pdf)
Required Sets: Rise of the Valkyrie™ Master Set, Marvel™ Master Set, Road to the Forgotten Forest™, Fortress of the Archkyrie™
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Ravaged Road Bio - The country side has been ravaged by years of fighting. On an old road between two abandoned buildings, they continue to arrive and meet: heroes and villains to battle once more on this beaten path. Will this ravaged road ever have rest from the haunting memories of the atrocities that have taken place here? Or will new crimes be added to the list of violent transgressions that this road has been forced to endure?
-Rulings and Clarifications-
N/A_________________________________________________________________
-Strategy, Tactics and Tips-
N/A_________________________________________________________________
-Heroscapers Community Contributions-
TBA
Griffin
March 1st, 2010, 12:46 AM
I love the way the Road goes right through the center of the map, but watch out, because if you use that road bonus, you are likely to be shot at from on height on the sides of the road or even the snipe points off to the sides.
Very cool. More on this later.
quozl
March 1st, 2010, 12:59 AM
I also think I screwed up on the ladders. I think they need a level underneath them to actually reach the roof.
Taeblewalker
March 1st, 2010, 01:00 AM
At a glance it looks very good. Echoing Griffin, I need to hit the hay, so I will look at it in detail tomorrow.
IAmBatman
March 1st, 2010, 01:09 AM
I'd love to play a Zombie scenario on that map, where a few of the uninfected start out up on the towers for their startzones and then swarms of zombies start on either side and slowly come for them.
Will the heroes be able to pick them off before it's too late?
I see Deadeye Dan shining in a scenario like that ...
whitestuff
March 1st, 2010, 03:19 AM
Should there be a way to get into those spaces under the building (apart from flying)?
A3n
March 1st, 2010, 05:34 AM
I love the sound of IAB's scenario. This battlefield looks like a good all-rounder. It'll make a great tournament map & scenario map. Well done Quozl.
Cheers
quozl
March 1st, 2010, 10:24 AM
Should there be a way to get into those spaces under the building (apart from flying)?
Even from flying. You'd have to fly off the map to get in there and I don't think that's allowed. The Marvel warehouses could work too and then you could bust through to get inside.
Xn F M
March 1st, 2010, 10:31 AM
Should there be a way to get into those spaces under the building (apart from flying)?
Even from flying. You'd have to fly off the map to get in there and I don't think that's allowed. The Marvel warehouses could work too and then you could bust through to get inside.
I think the only way that one could get into there would be through teleportation (Everan and TBR), or via another ability that would allow you to move through terrain (I'm almost sure there is one, I just can't think of it atm). Really what it comes down to is whether or not you care that a couple guys can run and hide inside the buildings. Personally, I think it's kindof cool.
Griffin
March 1st, 2010, 02:40 PM
Should there be a way to get into those spaces under the building (apart from flying)?
Even from flying. You'd have to fly off the map to get in there and I don't think that's allowed. The Marvel warehouses could work too and then you could bust through to get inside.You are right quozl. You can not fly off of a map onto a void even if you end up landing on a terrain tile. I think the Ruins from Marvel might look better, and there is a way to put a single castle wall adjacent to it so that non-fliers can climb up and get onto the top of the ruin.
quozl
March 1st, 2010, 03:29 PM
Should there be a way to get into those spaces under the building (apart from flying)?
Even from flying. You'd have to fly off the map to get in there and I don't think that's allowed. The Marvel warehouses could work too and then you could bust through to get inside.You are right quozl. You can not fly off of a map onto a void even if you end up landing on a terrain tile. I think the Ruins from Marvel might look better, and there is a way to put a single castle wall adjacent to it so that non-fliers can climb up and get onto the top of the ruin.
I like the idea. Do you have a picture of that?
Taeblewalker
March 1st, 2010, 03:46 PM
I made a few changes; use what you like if anything.
Ravaged Road TW (http://www.heroscapers.com/community/downloads.php?do=file&id=2104)
For starters, I placed some water hexes (making use of 21 total) on the road to show some potholes.
Then, I expanded the buildings so that they were both the same size, and each a little bigger than the larger of the two originals. I did this so I could fit the road set walls on top.
Even if you don't keep the larger size or walls on top, I suggest at least leaving out a castle wall section on each buidling to allow units to enter the spaces behind the walls. This solves the problem of not even being able to fly behind them.
Changes:
1) Potholes in road
2) Size of buildings
3) Road set walls on top of buildings
4) Some castle wall sections removed.
Just some food for thought. I'm probably least married to numbers 1 and 2, but if it was my project I would keep 1 and 4.
quozl
March 1st, 2010, 03:54 PM
I made a few changes; use what you like if anything.
I won't be able to see the changes until tonight but thanks! I'd like to encourage modifying each others' maps ASAP. I don't know how the rest of you feel about it (which is why I haven't done it) but I love it!
IAmBatman
March 1st, 2010, 05:54 PM
I love the sound of IAB's scenario. This battlefield looks like a good all-rounder. It'll make a great tournament map & scenario map. Well done Quozl.
Cheers
You know it. Ever read Robert Kirkman's "The Walking Dead"? I could see that map with a scene straight out of it ... :zombie:
I made a few changes; use what you like if anything.
I won't be able to see the changes until tonight but thanks! I'd like to encourage modifying each others' maps ASAP. I don't know how the rest of you feel about it (which is why I haven't done it) but I love it!
Yeah, that's what makes it collaborative, right? :-) More hands getting dirty on each map.
Taeblewalker
March 1st, 2010, 07:08 PM
[quote=A3n;1026592]
Yeah, that's what makes it collaborative, right? :-) More hands getting dirty on each map.
My hands are deep in dirt! :lol:
quozl
March 2nd, 2010, 12:10 AM
I updated the file.
Taeblewalker
March 2nd, 2010, 12:31 AM
I like the ruins on top of the buildings. Also, you made the potholes symmetrical.
IAmBatman
March 2nd, 2010, 12:32 AM
Love the new avatar, Taeblewalker!
Taeblewalker
March 2nd, 2010, 12:33 AM
Love the new avatar, Taeblewalker!
I thought it fitting. 8)
quozl
March 2nd, 2010, 12:33 AM
I like the ruins on top of the buildings. Also, you made the potholes symmetrical.
Yeah, I'm a sucker for symmetry. I need to really force myself to not do it.
Griffin
March 2nd, 2010, 01:06 AM
I like the ruins on top of the buildings. Also, you made the potholes symmetrical.
Yeah, I'm a sucker for symmetry. I need to really force myself to not do it.
Symmetry is good. I love Symmetrical maps because they are the easiest to determine if both sides are balanced, but asymmetrical maps are great too because of the realism they bring to a game. Both are good IMO, and your map looks great.
quozl
March 3rd, 2010, 11:53 PM
I got it built tonight and realized I used a few too many pieces for it to be 1 RotV. So I changed it up a bit, shifted the buildings, and added some height.
What do you all think?
http://www.heroscapers.com/downloads//ravagedroadrevised_2Vn.jpg
Taeblewalker
March 4th, 2010, 01:06 AM
I got it built tonight and realized I used a few too many pieces for it to be 1 RotV. So I changed it up a bit, shifted the buildings, and added some height.
What do you all think?
http://www.heroscapers.com/downloads//ravagedroadrevised_2Vn.jpg
It's fine. The buildings are still accessible inside and out. The potholes (heh) look good. I think it's a go, though I would need to build it to follow the format and be sure before proposing.
Griffin
March 4th, 2010, 03:08 AM
You know what, I think the RotV ruins would look great in front of the side buildings. Place them between the buildings and the road, making them adjacent to both. That could offer some cover for troops that are approaching the buildings.
Looking good though. :thumbsup:
quozl
March 4th, 2010, 11:34 AM
I tried the ruins this morning. They don't fit unless you take off the rock tiles and then they just look weird.
IAmBatman
March 4th, 2010, 12:06 PM
Cover is overrated anyway. What's wrong with having a good old fashioned shooting gallery every once in a while? :-) Like I said earlier, perfect for those zombie swarm versus huddled survivors scenarios.
quozl
March 5th, 2010, 03:14 PM
And since I'd like to see the process in action, I'll categorize this as tourney. If it doesn't pass, I'll recategorize as casual.
Taeblewalker
March 5th, 2010, 04:04 PM
I'll try to build and play, but probably not until Sunday at the earliest. I think I can rope the Long Island group into trying it out...we played the World's Finest, and had a blast!
Griffin
March 5th, 2010, 04:17 PM
This map is very similar to BoV's Broken Skyline map, so I would pass it as a Competitive Map. :up:
A3n
March 5th, 2010, 04:32 PM
And since I'd like to see the process in action, I'll categorize this as tourney. If it doesn't pass, I'll recategorize as casual.
Yep I can see it as a Tourney map.
Cheers
IAmBatman
March 5th, 2010, 04:54 PM
I'll try to build and play, but probably not until Sunday at the earliest. I think I can rope the Long Island group into trying it out...we played the World's Finest, and had a blast!
Awesome! :-) Did you play all the units or just some of them?
Griffin
March 5th, 2010, 04:57 PM
I'll try to build and play, but probably not until Sunday at the earliest. I think I can rope the Long Island group into trying it out...we played the World's Finest, and had a blast!
Awesome! :-) Did you play all the units or just some of them?
Give some details. :D
IAmBatman
March 5th, 2010, 04:57 PM
Btw, for the purpose of this thread, if this map is going for a tourney designation, that issue of cover might need to be addressed after all ...
A3n
March 5th, 2010, 05:02 PM
Btw, for the purpose of this thread, if this map is going for a tourney designation, that issue of cover might need to be addressed after all ...
I don't see it as necessary as the map is symmetrical so it's lack of cover for both sides is equal. But if that is something you want to add it would make for a more strategic tournament.
Cheers
IAmBatman
March 5th, 2010, 05:03 PM
I guess it seems to dangerously favor ranged fliers over melee walkers? :reapershrug:
Taeblewalker
March 5th, 2010, 05:11 PM
I'll try to build and play, but probably not until Sunday at the earliest. I think I can rope the Long Island group into trying it out...we played the World's Finest, and had a blast!
Awesome! :-) Did you play all the units or just some of them?
Give some details. :D
We played one with Supers, Bats, Canary, Green Arrow, and Hawkgirl against Grundy (who I think started the scenario "dead"), Catwoman, Joker, Two-Face, and a squad of Street Thugs.
mrcrimson
March 5th, 2010, 06:11 PM
Call me crazy, but I get a wild west shootout vibe off this map. Kind of a "this town aint big enough for the both of us" type place. I dig it. :)
Griffin
March 5th, 2010, 06:29 PM
Call me crazy, but I get a wild west shootout vibe off this map. Kind of a "this town aint big enough for the both of us" type place. I dig it. :)Yea, I am seeing that too. It might be the opposing forces looking directly at each other down the street on opposite ends of the town, with the buildings kinda low and old-timey looking and even the trees look like they have parted to watch the showdown. 8)
Even though this map doesn't immediately appear as being very epic, there seems to be a lot of story here, and that is what I look for in a Superhero map. :up:
Griffin
March 6th, 2010, 02:02 PM
We need a member to build this map so we can approve it and move on.
Hahma
March 7th, 2010, 10:47 AM
Nice small symmetrical map that has some nice hiding spots, access to the roofs and even different elevations on the roof that could give someone an edge with height advantage. I like the water element in there as well.
For whatever reason, whenever I download VS files lately, they all say version too recent. I thought I had downloaded the latest version yesterday, at least I know it took an hour to download something. :?
I seem to be able to view PDF versions, but not the newer VS. I'll have to try to figure that out when I get time.
Griffin
March 7th, 2010, 01:35 PM
For whatever reason, whenever I download VS files lately, they all say version too recent. I thought I had downloaded the latest version yesterday, at least I know it took an hour to download something. :?
I seem to be able to view PDF versions, but not the newer VS. I'll have to try to figure that out when I get time.Bats has been having the same problems. I don't know what is going on. Ask A3N, our local art and programing nerd. :p
A3n
March 7th, 2010, 03:24 PM
From within VS go to Help > About Virtualscape...
the caption box that comes up will display the version number. 1.0.7.0 is the latest I believe (well it the one I downloaded in November & works no issue for me :D).
So if yours says that then you have some other issue. If it doesn't & you downloaded the latest - did you install it? or did you install it to a different location to your older one? (VS does allow multiple copies on the one system, just make sure you are running the latest version one).
That's probably about all I can offer.
Cheers
quozl
March 7th, 2010, 07:02 PM
I revised it yet again so I could include the ruins.
Griffin
March 7th, 2010, 07:09 PM
I really like it like that. I makes those buildings to the sides look like old tombs now. Love it!
IAmBatman
March 7th, 2010, 07:33 PM
From within VS go to Help > About Virtualscape...
the caption box that comes up will display the version number. 1.0.7.0 is the latest I believe (well it the one I downloaded in November & works no issue for me :D).
So if yours says that then you have some other issue. If it doesn't & you downloaded the latest - did you install it? or did you install it to a different location to your older one? (VS does allow multiple copies on the one system, just make sure you are running the latest version one).
That's probably about all I can offer.
Cheers
Yep, that's the version I've got. :-) I haven't tried downloading anything in a few days, though.
GreyOwl
March 7th, 2010, 07:37 PM
I have 1.0.7.0.
Griffin
March 7th, 2010, 07:43 PM
I have 1.0.7.0.Have you had any problems downloading VS files?
GreyOwl
March 7th, 2010, 08:33 PM
Not that I can recall. Is there a specific one you want me to try?
mad_wookiee
March 7th, 2010, 08:37 PM
I noticed that there were a ton of tiles left over, so I tried to put them to use. Here's an updated version (http://www.heroscapers.com/community/downloads.php?do=file&id=2119) that adds more LOS blockers and better access to the top of the buildings for double spaced figures. I'll update pics later. Let me know what you think.
Griffin
March 7th, 2010, 09:00 PM
Not that I can recall. Is there a specific one you want me to try?Well I know that Bats specifically had a hard time downloading this ONE (http://www.heroscapers.com/community/showthread.php?t=29161).
IAmBatman
March 7th, 2010, 09:05 PM
Not that I can recall. Is there a specific one you want me to try?Well I know that Bats specifically had a hard time downloading this ONE (http://www.heroscapers.com/community/showthread.php?t=29161).
I don't think the VS file is on that link ... just A3n's PDF.
Griffin
March 7th, 2010, 09:06 PM
I noticed that there were a ton of tiles left over, so I tried to put them to use. Here's an updated version (http://www.heroscapers.com/community/downloads.php?do=file&id=2119) that adds more LOS blockers and better access to the top of the buildings for double spaced figures. I'll update pics later. Let me know what you think.
I really do like the additional hills on the sides of the small buildings, it gives it a bit more of a tomb vibe which I personally am really digging.
However, I do not like any of the other changes, except for the trees possibly. I like the way Quozl had the road walls on the buildings. I know that they don't serve any real purpose up there, they just looked cool. Also, the ruins now don't look like broken doors to the tombs, I really miss that effect.
Griffin
March 7th, 2010, 09:08 PM
Not that I can recall. Is there a specific one you want me to try?Well I know that Bats specifically had a hard time downloading this ONE (http://www.heroscapers.com/community/showthread.php?t=29161).
I don't think the VS file is on that link ... just A3n's PDF.
Crap, your right.
GO, I will send you an email with the file instead.
mad_wookiee
March 7th, 2010, 09:21 PM
I really do like the additional hills on the sides of the small buildings, it gives it a bit more of a tomb vibe which I personally am really digging.
However, I do not like any of the other changes, except for the trees possibly. I like the way Quozl had the road walls on the buildings. I know that they don't serve any real purpose up there, they just looked cool. Also, the ruins now don't look like broken doors to the tombs, I really miss that effect.
My problem with the map as-is is that it doesn't work as a competitive map. There are no LOS blockers to speak of - the whole map is simply one large shooting gallery. That's a deal breaker for me. I don't have a problem moving the ruins back to where they were, but then other cover needs to be added so that there will be some interesting decisions on the map. At the least, the other trees from RttFF need to be included.
I personally didn't care for the walls on the buildings, but that's simply personal preference.
GreyOwl
March 7th, 2010, 09:28 PM
Not that I can recall. Is there a specific one you want me to try?Well I know that Bats specifically had a hard time downloading this ONE (http://www.heroscapers.com/community/showthread.php?t=29161).
I don't think the VS file is on that link ... just A3n's PDF.
Crap, your right.
GO, I will send you an email with the file instead.
It opened fine, and I can render the 3D view with no problem. What specifically wasn't working?
mad_wookiee
March 7th, 2010, 09:46 PM
Ok, I changed some of the features back to the original formation and moved a few other things around. This version (http://www.heroscapers.com/community/downloads.php?do=file&id=2119) looks as though it would have more effective LOS blockers and some more interesting decisions for moving and attacking.
Taeblewalker
March 7th, 2010, 10:30 PM
Overall, I'd say I like the hills leading up to the buildings, but I'd lose the extra concrete elevations next to the road. I'd also lower the rock elevations next to the road (the ones not connected to the buildings) by a level.
Griffin
March 7th, 2010, 10:31 PM
Ok, I changed some of the features back to the original formation and moved a few other things around. This version (http://www.heroscapers.com/community/downloads.php?do=file&id=2119) looks as though it would have more effective LOS blockers and some more interesting decisions for moving and attacking.This looks great. I love the changes you made to Quozl's map. You definitely added some dimension with elevations and line of sight blockers, but you maintained Quozl's original concept IMO. Excellent work. :thumbsup:
Griffin
March 7th, 2010, 10:32 PM
Not that I can recall. Is there a specific one you want me to try?Well I know that Bats specifically had a hard time downloading this ONE (http://www.heroscapers.com/community/showthread.php?t=29161).
I don't think the VS file is on that link ... just A3n's PDF.
Crap, your right.
GO, I will send you an email with the file instead.
It opened fine, and I can render the 3D view with no problem. What specifically wasn't working?
Bats and Hahma kept getting this message: version too recent
quozl
March 7th, 2010, 11:27 PM
Ok, I changed some of the features back to the original formation and moved a few other things around. This version (http://www.heroscapers.com/community/downloads.php?do=file&id=2119) looks as though it would have more effective LOS blockers and some more interesting decisions for moving and attacking.
I missed the other version you made but I like this one. The hills really do add to it. What did your other version look like?
mad_wookiee
March 7th, 2010, 11:45 PM
Ok, I changed some of the features back to the original formation and moved a few other things around. This version (http://www.heroscapers.com/community/downloads.php?do=file&id=2119) looks as though it would have more effective LOS blockers and some more interesting decisions for moving and attacking.
I missed the other version you made but I like this one. The hills really do add to it. What did your other version look like?
The ruins were in the same location, but elevated and on an angle. Also, I had moved the road walls to sit next to the road. I do have a slight concern about them on the rooftop as they allow figures to shoot at hexes directly below without requiring line of sight, but I don't know how much that will actually affect gameplay.
One thing that I've been pondering is whether the glyphs could be effectively positioned inside the tombs. It would be fitting thematically and would provide an interesting dynamic as the inside of the tombs should I think be largely out of line of sight to both rooftops. It would give incentive for players to not camp and force them to engage.
Griffin
March 8th, 2010, 12:03 AM
Also, I had moved the road walls to sit next to the road. I do have a slight concern about them on the rooftop as they allow figures to shoot at hexes directly below without requiring line of sight, but I don't know how much that will actually affect gameplay.But that is a mechanic that the creators of the game have implemented, so it is obvious that it is intended to be exploited at times. Besides, it is not like a figure below couldn't move one or two hexes over and fire back, or even climb the building if they choose to.
One thing that I've been pondering is whether the glyphs could be effectively positioned inside the tombs. It would be fitting thematically and would provide an interesting dynamic as the inside of the tombs should I think be largely out of line of sight to both rooftops. It would give incentive for players to not camp and force them to engage.
I really like where Quozl has the glyphs hidden, it will be hard to pass through that water for some, so it makes you really commit to it if you want it. Plus, they are currently fairly hidden from the road, but there are nice high advantages to shoot at a glyph holder from the buildings, and it is always nice to not have glyphs in position where it is too dificult to destroy the holder.
Also, I had an optional Special Rule idea for this map if the two hexes inside of the small buildings were highlighted.
MYSTIC PORTAL
When a figure you control enters a highlighted space inside one of the tombs with a normal movement, you may immediately place that figure on any other highlighted space inside one of the tombs and continue your movement. After moving, you may immediately choose any figure on the battlefield and place it on any highlighted space inside of either tomb, then finish your turn as normal. Figures moved by the Mystic Portal will not take any leaving engagement attacks.This would be an optional rule, so it is not mandatory for a competitive game, but it would be fun moving either your figures or your opponent's figures through the portal in a fun casual game. What do you guys think?
quozl
March 8th, 2010, 12:03 AM
The ruins were in the same location, but elevated and on an angle. Also, I had moved the road walls to sit next to the road. I do have a slight concern about them on the rooftop as they allow figures to shoot at hexes directly below without requiring line of sight, but I don't know how much that will actually affect gameplay.
I think that's only for battlements. One of the reasons I like the walls (besides it looking more modern) is that it doesn't allow you to draw line of sight from the wall.
One thing that I've been pondering is whether the glyphs could be effectively positioned inside the tombs. It would be fitting thematically and would provide an interesting dynamic as the inside of the tombs should I think be largely out of line of sight to both rooftops. It would give incentive for players to not camp and force them to engage.
I do think that's a good idea. I was also thinking of shifting the start zones to the corners away from the hills so your options would be to either cross the water, go for the big hills, or keep to the middle ground.
mad_wookiee
March 8th, 2010, 01:05 PM
Also, I had moved the road walls to sit next to the road. I do have a slight concern about them on the rooftop as they allow figures to shoot at hexes directly below without requiring line of sight, but I don't know how much that will actually affect gameplay.But that is a mechanic that the creators of the game have implemented, so it is obvious that it is intended to be exploited at times. Besides, it is not like a figure below couldn't move one or two hexes over and fire back, or even climb the building if they choose to.
I hear you. It's not a deal breaker for me, just something that adds to the reasons to camp on the rooftops.
One thing that I've been pondering is whether the glyphs could be effectively positioned inside the tombs. It would be fitting thematically and would provide an interesting dynamic as the inside of the tombs should I think be largely out of line of sight to both rooftops. It would give incentive for players to not camp and force them to engage.
I really like where Quozl has the glyphs hidden, it will be hard to pass through that water for some, so it makes you really commit to it if you want it. Plus, they are currently fairly hidden from the road, but there are nice high advantages to shoot at a glyph holder from the buildings, and it is always nice to not have glyphs in position where it is too difficult to destroy the holder.I personally always rate height as more advantageous than glyphs. If said height can also deny glyphs to the opponent, then it becomes even more advantageous. The reason I suggested a move is because it gives incentive for a player to concentrate on more parts of the map. Again, just a thought - it could even be treasure glyphs placed within the tombs and permanent glyphs where they are now.
Also, I had an optional Special Rule idea for this map if the two hexes inside of the small buildings were highlighted.
MYSTIC PORTAL
When a figure you control enters a highlighted space inside one of the tombs with a normal movement, you may immediately place that figure on any other highlighted space inside one of the tombs and continue your movement. After moving, you may immediately choose any figure on the battlefield and place it on any highlighted space inside of either tomb, then finish your turn as normal. Figures moved by the Mystic Portal will not take any leaving engagement attacks.This would be an optional rule, so it is not mandatory for a competitive game, but it would be fun moving either your figures or your opponent's figures through the portal in a fun casual game. What do you guys think?Sounds interesting. Am I reading it right as a sort of permanent summoning glyph? Could be pretty potent.
The ruins were in the same location, but elevated and on an angle. Also, I had moved the road walls to sit next to the road. I do have a slight concern about them on the rooftop as they allow figures to shoot at hexes directly below without requiring line of sight, but I don't know how much that will actually affect gameplay.
I think that's only for battlements. One of the reasons I like the walls (besides it looking more modern) is that it doesn't allow you to draw line of sight from the wall.
RttFF rules, p. 4 describes the red Line of Sight marks. Putting the wall where it is actually makes drawing line of sight easier. Not a big concern, mind you - it's just something that I noticed.
One thing that I've been pondering is whether the glyphs could be effectively positioned inside the tombs. It would be fitting thematically and would provide an interesting dynamic as the inside of the tombs should I think be largely out of line of sight to both rooftops. It would give incentive for players to not camp and force them to engage.
I do think that's a good idea. I was also thinking of shifting the start zones to the corners away from the hills so your options would be to either cross the water, go for the big hills, or keep to the middle ground.I like that idea.
quozl
March 8th, 2010, 01:10 PM
RttFF rules, p. 4 describes the red Line of Sight marks. Putting the wall where it is actually makes drawing line of sight easier. Not a big concern, mind you - it's just something that I noticed.
Well, that makes the walls where they are less appealing to me then. Maybe I should move them up so they connect to the two wall walk spaces on height.
Griffin
March 8th, 2010, 01:11 PM
RttFF rules, p. 4 describes the red Line of Sight marks. Putting the wall where it is actually makes drawing line of sight easier. Not a big concern, mind you - it's just something that I noticed.
Well, that makes the walls where they are less appealing to me then. Maybe I should move them up so they connect to the two wall walk spaces on height.
I agree with you.
mad_wookiee
March 8th, 2010, 01:17 PM
RttFF rules, p. 4 describes the red Line of Sight marks. Putting the wall where it is actually makes drawing line of sight easier. Not a big concern, mind you - it's just something that I noticed.
Well, that makes the walls where they are less appealing to me then. Maybe I should move them up so they connect to the two wall walk spaces on height.
:thumbsup:
quozl
March 9th, 2010, 10:24 PM
OK, revised it for hopefully the last time. I built it too and it looks great. Hopefully, I'll get to play on it tomorrow night.
Griffin
March 9th, 2010, 10:52 PM
It looks really good to me. Why are some of the startzone spaces neon and some pastel?
I guess we can wait one day for you to play on it, but as long as it looks good and one of us has built it, I can vote on passing it. After all, we shouldn't fool ourselves into thinking we are creating balanced tournament maps worthy of standing next to a BoV map, even 5 play tests would barely scratch the surface of what they put into one map. I am fine with our competitive Maps embracing the lower standards and just going for fun-competitive.
quozl
March 10th, 2010, 12:25 AM
It looks really good to me. Why are some of the startzone spaces neon and some pastel?
You know, I wonder about that too. I have no idea.
I think you're right about testing. We're not equipped to do BoV-style map reviewing.
Taeblewalker
March 10th, 2010, 12:32 AM
The pastel thing has also baffled me. Try taking off "show shadows."
Cavalier
March 10th, 2010, 08:01 AM
It's a VS glitch that I have experienced myself. Usually if you delete and replace them, the problem goes away (for a while).
quozl
March 11th, 2010, 10:46 AM
I guess we can wait one day for you to play on it, but as long as it looks good and one of us has built it, I can vote on passing it.
Only got halfway through the game last night. We have Superman, Batman, Hawkgirl, 2x cops, and 1x Deathreavers vs. Darkseid, Joker, Catwoman, Two-Face, and 2x Street Thugs. Hopefully, going to finish it tomorrow night. We've been going straight at each other and although the glyphs under the buildings have been used the tops of the building haven't seen much action. (Catwoman jumped up there but then jumped back down to try to give someone a whippin'.)
mad_wookiee
March 11th, 2010, 11:45 AM
Only got halfway through the game last night. We have Superman, Batman, Hawkgirl, 2x cops, and 1x Deathreavers vs. Darkseid, Joker, Catwoman, Two-Face, and 2x Street Thugs. Hopefully, going to finish it tomorrow night. We've been going straight at each other and although the glyphs under the buildings have been used the tops of the building haven't seen much action. (Catwoman jumped up there but then jumped back down to try to give someone a whippin'.)
That's actually encouraging - sounds like the glyph positioning is working out.
I'm going to PROPOSE that we move this map to finalized.
Taeblewalker
March 11th, 2010, 01:01 PM
Yea
Griffin
March 11th, 2010, 03:14 PM
I would like to hold my yea for the final results, I am in no hurry right now, and I don't think that if it were to pass quozl would have the time to post a new one anyways since he is mid-game and all.
quozl, what glyphs are you using?
quozl
March 11th, 2010, 03:16 PM
I would like to hold my yea for the final results, I am in no hurry right now, and I don't think that if it were to pass quozl would have the time to post a new one anyways since he is mid-game and all.
quozl, what glyphs are you using?
Team-Up and Boom Tube. Team-Up seems really powerful too. Superman flew in and grabbed it. Without Joker moving order markers, the Team-Up power would have killed me by now.
Also, bad news. My daughter called me to say she wanted to tear down the map and build her own thing. Although I really wanted to finish the game, it looks like it's not going to happen. My daughter's happiness comes first.
A3n
March 11th, 2010, 03:17 PM
YEA
IAmBatman
March 11th, 2010, 03:18 PM
Team Up can be quite game changing, yeah - especially with as good a glyph holder as Superman on it.
quozl
March 11th, 2010, 03:19 PM
Team Up can be quite game changing, yeah - especially with as good a glyph holder as Superman on it.
I have some questions about it but I'll ask in the glyph's thread.
IAmBatman
March 11th, 2010, 03:27 PM
Team Up can be quite game changing, yeah - especially with as good a glyph holder as Superman on it.
I have some questions about it but I'll ask in the glyph's thread.
I'm not surprised - Griff and I literally spent hours working and reworking the wording on that one to try to avoid any loopholes or clarity issues, but it wasn't easy. Maybe the hardest design element I've worked on yet.
Griffin
March 11th, 2010, 03:31 PM
I have 2 daughters myself, with a third on the way, they come first always.
Yea.
Team Up can be quite game changing, yeah - especially with as good a glyph holder as Superman on it.
I have some questions about it but I'll ask in the glyph's thread.
:unsure:
Griffin
March 12th, 2010, 07:57 AM
Front page updated and also added to the C3G Books of Thread.
A3n
March 13th, 2010, 01:52 AM
Here sir is your pdf (http://aslade.customer.netspace.net.au/C3G_RavagedRoad.pdf).
Cheers
Griffin
March 13th, 2010, 02:14 AM
Thank you A3n. Now we just need quozl to update his download page with the PDF. :up:
quozl
March 13th, 2010, 12:25 PM
Thank you A3n. Now we just need quozl to update his download page with the PDF. :up:
Done and thank you everyone!
tfelts
March 18th, 2010, 12:37 PM
Is there any reason why the pdf and the front page doesn't list the Fortress Set as being needed?
Thanks,
Tim
quozl
March 18th, 2010, 01:08 PM
Is there any reason why the pdf and the front page doesn't list the Fortress Set as being needed?
Thanks,
Tim
Thanks for the catch! I think the PDF should have start zones too.
A3n
March 18th, 2010, 04:39 PM
Is there any reason why the pdf and the front page doesn't list the Fortress Set as being needed?
Thanks,
Tim
Thanks for the catch! I think the PDF should have start zones too.
I copied the required sets from the first post that's why it's missing off the pdf. But the start zones I don't know how I forgot to add them :confused: (I just realised how - I had to take them out for the high res photo :duh: )
I will fix momentarily...
EDIT: Ok it may take a bit longer I just realised I had to squeeze the levels in on page 2 not to go over the page & now that there is an extra level it will have to go to 3 pages so I will need to rearrange page 2 back so at least 2 levels are on page 3.
Cheers
A3n
March 18th, 2010, 05:33 PM
Fixed pdf (http://aslade.customer.netspace.net.au/C3G_RavagedRoad.pdf).
Oh BTW, am I up to date with all the pdf's now. I'm losing track.
Cheers
quozl
March 18th, 2010, 05:38 PM
Thanks!
However, I just noticed the ladders are backwards. You have the 5-high ladder where the 2-high ladder goes and vice-versa.
Griffin
March 18th, 2010, 08:18 PM
Fixed pdf (http://aslade.customer.netspace.net.au/C3G_RavagedRoad.pdf).
Oh BTW, am I up to date with all the pdf's now. I'm losing track.
Cheers
I am not sure right now either. If you start to feel that it is too much to take on, I wouldn't blame you for it. We can always just go back to some very Basic PDFs that each one of us can create separately.
A3n
March 18th, 2010, 10:59 PM
Thanks!
However, I just noticed the ladders are backwards. You have the 5-high ladder where the 2-high ladder goes and vice-versa.
Fixed pdf (http://aslade.customer.netspace.net.au/C3G_RavagedRoad.pdf) again. You also missed that I hadn't changed the "Level 06" above the Start Zones, but I won't tell if you don't :D.
Oh BTW, am I up to date with all the pdf's now. I'm losing track.
Cheers
I am not sure right now either. If you start to feel that it is too much to take on, I wouldn't blame you for it. We can always just go back to some very Basic PDFs that each one of us can create separately.
No that's cool, I'm struggling to keep track of the ones I have finished. Maybe if we start a separate thread to say which this one is done now & requires a pdf, that way I don't have to keep up with all the different threads. What do you think?
Cheers
IAmBatman
March 18th, 2010, 11:21 PM
You could compile that info in the main C3G Maps thread.
A3n
March 19th, 2010, 12:32 AM
You could compile that info in the main C3G Maps thread.
& I wouldn't be opposed to that if it was kept in say the first post.
IAmBatman
March 19th, 2010, 12:43 AM
Good call - by the way, A3n, check out Magneto's thread when you get a chance! :-)
whitestuff
April 3rd, 2010, 10:44 AM
Thanks!
However, I just noticed the ladders are backwards. You have the 5-high ladder where the 2-high ladder goes and vice-versa.
I downloaded the map from the front page and this is still a problem.
Also, is there a reason for the third column, the one that is unattached to anything in each set of three? It doesn't click into the roof and I see no reason for it. :shrug:
quozl
April 3rd, 2010, 10:55 AM
Also, is there a reason for the third column, the one that is unattached to anything in each set of three? It doesn't click into the roof and I see no reason for it. :shrug:
The reason is so you can't hide guys back there. It does bug me that they sit there loose though.
Griffin
April 3rd, 2010, 01:32 PM
The reason is so you can't hide guys back there. It does bug me that they sit there loose though.If it bugged you, you really should have said something about it when you built it and said that it was good to go.
Griffin
April 3rd, 2010, 01:33 PM
Thanks!
However, I just noticed the ladders are backwards. You have the 5-high ladder where the 2-high ladder goes and vice-versa.
I downloaded the map from the front page and this is still a problem.
For whatever reason, A3n's PDFs show a hex where ladders are placed. The ladders are facing in the right direction, they are just sitting inside of an empty hex.
quozl
April 3rd, 2010, 01:48 PM
The reason is so you can't hide guys back there. It does bug me that they sit there loose though.If it bugged you, you really should have said something about it when you built it and said that it was good to go.
It doesn't bug me that much!
Griffin
April 3rd, 2010, 01:59 PM
The reason is so you can't hide guys back there. It does bug me that they sit there loose though.If it bugged you, you really should have said something about it when you built it and said that it was good to go.
It doesn't bug me that much!
Gotcha.
A3n
April 3rd, 2010, 05:53 PM
Thanks!
However, I just noticed the ladders are backwards. You have the 5-high ladder where the 2-high ladder goes and vice-versa.
I downloaded the map from the front page and this is still a problem.
That's because the last version of the pdf hasn't been linked updated in the first post as per the update in the post below:
Thanks!
However, I just noticed the ladders are backwards. You have the 5-high ladder where the 2-high ladder goes and vice-versa.
Fixed pdf (http://aslade.customer.netspace.net.au/C3G_RavagedRoad.pdf) again. You also missed that I hadn't changed the "Level 06" above the Start Zones, but I won't tell if you don't :D.
Oh BTW, am I up to date with all the pdf's now. I'm losing track.
Cheers
I am not sure right now either. If you start to feel that it is too much to take on, I wouldn't blame you for it. We can always just go back to some very Basic PDFs that each one of us can create separately.
No that's cool, I'm struggling to keep track of the ones I have finished. Maybe if we start a separate thread to say which this one is done now & requires a pdf, that way I don't have to keep up with all the different threads. What do you think?
Cheers
Cheers
Griffin
April 3rd, 2010, 05:56 PM
If you think a separate thread is a good idea, and you know how to keep it organized, go for it. :up:
quozl
April 3rd, 2010, 06:11 PM
That's because the last version of the pdf hasn't been linked updated in the first post
Ah ha! OK, I updated it now. :D
Griffin
July 19th, 2010, 11:30 PM
I finally got around to building this map and I have been playtesting on it for about a week. I just wanted to say how much fun it has been. It wasn't too complex to build, and it looks great! I love the 24 hex start zones too. Really good job here. Keep it up brotha. :D:up:
quozl
July 20th, 2010, 01:09 AM
Everyone here who helped with the design deserves the thanks, Griffin, including you. I may have started it but the final version is much better than I would have made on my own. That's the power of C3G!
Griffin
July 20th, 2010, 01:49 AM
Everyone here who helped with the design deserves the thanks, Griffin, including you. I may have started it but the final version is much better than I would have made on my own. That's the power of C3G!
Excellent response, and I completely agree. :D:up:
~ Griffin, with warm fuzzies
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