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Griffin
March 25th, 2010, 05:10 AM
The Book of Platforms 5 and 6 Map

A C3G Competitive Map

http://www.heroscapers.com/downloads//platforms%205%20and%206.11_mk4.jpg

Download the PDF Here (http://c3ggames.com/C3G/released/maps/C3G-MAP_Platforms5&6.pdf)


Required Sets: Rise of the Valkyrie™ Master Set, 2 Fortress of the Archkyrie™, Marvel™ Master Set, 2 Battle for the Underdark™ Master Sets
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Platforms 5 and 6 Bio - Dust settles on the rails of this busy subway station for mere seconds before it is kicked up again by the sound of the next oncoming shuttle. People scurry along through tunnels and doors to find a nice oily ripped seat before all of the good ones are taken. The sound of the alarm lets everyone know that the shuttle will be departing shortly. Without hesitation the doors slam shut and the underground train zips away... but still lingering in the tunnels are the scum who would stand against justice and that which is right... and there to oppose them are the unlawful heroes that the surface dwellers would label as mere vigilantes.



-Rulings and Clarifications-

N/A_________________________________________________________________

-Strategy, Tactics and Tips-
N/A_________________________________________________________________

-Heroscapers Community Contributions-
TBA

A3n
March 25th, 2010, 05:37 AM
I was going to do a train station for my next map. :(

This looks cool, but seems like it's lacking something that I can't put my finger on. I'll zoom around the map a bit more later & see if I can come up with an idea of what that might be.

Cheers

Velenne
March 25th, 2010, 09:38 AM
Wow, VERY nice! I'm gonna have to try this one!

Griffin
March 25th, 2010, 09:52 AM
I was going to do a train station for my next map. :(Dude, honestly, the main reason I was in favor of keeping things sorta casual and generic about this map making project was to allow us to feel free to create multiple versions of thematic locations if we were unhappy or unfulfilled with a particular map. If you want to do a Subway station you should go for it. I know that I am eventually going to want to do my own version of a cemetery, I don't mind that we already have one, or maybe several by the time I get around to doing one, and it doesn't mean that I don't like the one or ones we will have, it just means that I want to take a crack at one. Please do not feel restricted. If you want to create something, you have my full support. There shouldn't be anything (or much of anything) holding us back from expressing ourselves through our map designs. You are free man, you are free. :D

This looks cool, but seems like it's lacking something that I can't put my finger on. I'll zoom around the map a bit more later & see if I can come up with an idea of what that might be.

CheersWell it is intentionally missing wall walk pieces on top of those very high columns. I did that to create the effect of a tall station without the ability for fliers to perch. Maybe that is something that is throwing you off a bit. :reapershrug: Inside this very long and somewhat narrow map, there are plenty of line of sight blockers, elevations, and different paths to take to go from one end to the other, with other trails leading off sorta like a rat maze if you will. I think it would be a lot of fun to play on, and still offer lots of competitive and tactical decisions.

IAmBatman
March 25th, 2010, 12:04 PM
Ah, yeah, I remember this one ... really cool stuff! Makes me want to have some subway car ... destructible objects. :-D

Cavalier
March 25th, 2010, 12:49 PM
I don't like uncapped pillars. I'd prefer a simple map-specific rule against occupying those spaces. Otherwise, looking good.

Griffin
March 25th, 2010, 12:57 PM
I don't like uncapped pillars. I'd prefer a simple map-specific rule against occupying those spaces. Otherwise, looking good.
I certainly respect your opinion, and you are not alone. There are many people who do not like uncapped pillars. Personally, I would rather have uncapped pillars than a special rule that just restricts the use of spaces. It seems that if you want to restrict a space, it is much easier and smoother to just not put hexes there, as oppose to building it with hexes then telling people they cant use them.
I see the uncapped pillars representing the virtical limit of what you can "see", just like a river or lake can end on the side of a map and it represents the horizontal limit of what you can "see".

IAmBatman
March 25th, 2010, 01:08 PM
It can also make it look like you were too lazy to finish building the map. :-P I think I'm with Cav on this one.

Griffin
March 25th, 2010, 01:11 PM
It can also make it look like you were too lazy to finish building the map. :-P I think I'm with Cav on this one.
I have a good mind to put some Molten Lava up there. :neener:

Cavalier
March 25th, 2010, 01:14 PM
It can also make it look like you were too lazy to finish building the map. :-P I think I'm with Cav on this one.
I have a good mind to put some Molten Lava up there. :neener:
That I have done myself :D

IAmBatman
March 25th, 2010, 01:25 PM
I actually had that idea. It'd be an odd Subway station, though! :-P

Velenne
March 25th, 2010, 01:47 PM
I don't like uncapped pillars. I'd prefer a simple map-specific rule against occupying those spaces. Otherwise, looking good.
I certainly respect your opinion, and you are not alone. There are many people who do not like uncapped pillars. <snip>

I hate people like that. People like that also think ladders have to go all the way down, and can't go into water spaces. People like that say trees can't sit directly on the table, and cringe when they see blank spaces around the edge of a map.

Man I hate those people...:grrrr:

I see the uncapped pillars representing the virtical limit of what you can "see", just like a river or lake can end on the side of a map and it represents the horizontal limit of what you can "see".

Makes sense to me!

A3n
March 25th, 2010, 04:45 PM
I'm fine with uncapped pillars, as this just seems to signify either it's a broken top that you can't perch on or that there is more above it that just isn't required for this view & map.

Cheers

Griffin
March 25th, 2010, 06:07 PM
I don't like uncapped pillars. I'd prefer a simple map-specific rule against occupying those spaces. Otherwise, looking good.
I certainly respect your opinion, and you are not alone. There are many people who do not like uncapped pillars. <snip>

I hate people like that. People like that also think ladders have to go all the way down, and can't go into water spaces. People like that say trees can't sit directly on the table, and cringe when they see blank spaces around the edge of a map.

Man I hate those people...:grrrr:

I see the uncapped pillars representing the virtical limit of what you can "see", just like a river or lake can end on the side of a map and it represents the horizontal limit of what you can "see".

Makes sense to me!:shock: Hate crime!!!! :lol:

Seriously though, hate is a strong word, I don't want Cav or Bats, well maybe Bats :p, to think that we don't have anything but love. I am a pretty high-strung guy I know, but I was reminded recently about community respect, and I don't want us coming off as being unfriendly or unloving to our community brothers. But yeah, that "line of thinking" annoys me too.

Griffin
March 26th, 2010, 04:01 AM
So I am trying to figure out if I should change those uncapped pillars. I know Cav doesn't seem to like them, A3n doesn't mind, I am afraid Velenne is going to hate me no matter what I do.... :reapershrug: I am stuck and in need of some advice.

mrcrimson
March 26th, 2010, 04:46 AM
I prefer them uncapped. That way there is no question as to whether or not you can go up there. I could just see the situation taking place like this with my brother.
Arron-"Its gonna be like fish in a barrel! Your going down!"
Me-"No, you cant go up there, special rule."
Arron-"Yeah sure, your just saying that because you don't have any flyers"

IAmBatman
March 26th, 2010, 05:30 PM
Well, as always, feel free to ignore me on these things. :-P

Griffin
March 26th, 2010, 08:42 PM
Well, as always, feel free to ignore me on these things. :-P
But I won't just do that because there seem to be plenty of people, granted they are usually Valhalla Scapers, who don't like the look of uncapped pillars. Can anyone think of a way to block them off with official terrain that isn't a tree or jungle bush?

SirGalahad
March 26th, 2010, 10:01 PM
Well, as always, feel free to ignore me on these things. :-P
But I won't just do that because there seem to be plenty of people, granted they are usually Valhalla Scapers, who don't like the look of uncapped pillars. Can anyone think of a way to block them off with official terrain that isn't a tree or jungle bush?

Aside from them being really easy to get bumped off, what's wrong with them being a bush? They're the planters from the city streets above.

You could put single-space mountains or icebergs on them.

Griffin
March 26th, 2010, 10:26 PM
Well, as always, feel free to ignore me on these things. :-P
But I won't just do that because there seem to be plenty of people, granted they are usually Valhalla Scapers, who don't like the look of uncapped pillars. Can anyone think of a way to block them off with official terrain that isn't a tree or jungle bush?

Aside from them being really easy to get bumped off, what's wrong with them being a bush? They're the planters from the city streets above.

You could put single-space mountains or icebergs on them.
Dungeon outcrops could possibly work. :ponder:

Taeblewalker
March 26th, 2010, 11:58 PM
I am fine with the uncapped pillars myself. However, if you need to, then perhaps the single space rock outcrops are best.

A3n
March 27th, 2010, 12:49 AM
I think the uncapped pillars on my new map look perfect because they are uncapped. But that may because there are capped ones & uncapped ones.

Cheers

Griffin
March 31st, 2010, 06:05 AM
I added two DnD sets to this map :?, so that I could cap the pillars with rock outcrops and battlements. I also replaced some stone tiles on the ground with some better looking dungeon tiles. :up:

A3n
March 31st, 2010, 06:38 AM
Well ain't nobody gonna confuse the tops of them pillars as places to perch. :D

Cheers

Griffin
March 31st, 2010, 07:03 AM
Well ain't nobody gonna confuse the tops of them pillars as places to perch. :D

Cheers
Exactly.

Cavalier
March 31st, 2010, 09:22 AM
I added two DnD sets to this map :?, so that I could cap the pillars with rock outcrops and battlements. I also replaced some stone tiles on the ground with some better looking dungeon tiles. :up:
Much goodness! I like it.8)

Griffin
March 31st, 2010, 09:27 AM
I added two DnD sets to this map :?, so that I could cap the pillars with rock outcrops and battlements. I also replaced some stone tiles on the ground with some better looking dungeon tiles. :up:
Much goodness! I like it.8)
So I should go ahead and build this one soon it sounds like.

quozl
March 31st, 2010, 11:32 AM
I added two DnD sets to this map :?, so that I could cap the pillars with rock outcrops and battlements. I also replaced some stone tiles on the ground with some better looking dungeon tiles. :up:

I haven't had time to look at this yet but since you are using 2 DnD sets now, can you take away the RotV requirement?

Griffin
March 31st, 2010, 12:23 PM
I added two DnD sets to this map :?, so that I could cap the pillars with rock outcrops and battlements. I also replaced some stone tiles on the ground with some better looking dungeon tiles. :up:

I haven't had time to look at this yet but since you are using 2 DnD sets now, can you take away the RotV requirement?
Hmmm, good question. I will check.

IAmBatman
March 31st, 2010, 12:35 PM
Good to see you Map guys still working away despite all the Ala Carte distractions. :-)

Taeblewalker
March 31st, 2010, 04:12 PM
Good to see you Map guys still working away despite all the Ala Carte distractions. :-)

Heh. Between Doombots, GL, and Flash's Rogue Wars, it's a wonder I'm still at all map-minded. But while I am having trouble quite finishing the Savage Land map, I have a lot of work done on my next one, and I will try to build the Missile Base mini version either late tonight or early tomorrow. Time to get back in the game!

IAmBatman
March 31st, 2010, 04:35 PM
Yeah, I think that you guys can afford to ebb and flow sometimes too. I mean, crap, you've already put out a ton of maps.

Griffin
April 26th, 2010, 01:48 AM
OK, I just built this map and not only does it look great, it was easy to build. So I am gonna run some games on it, but while I do that over the next couple of days, I wanted you guys' opinion about whether or not this map should have an Optional Special Rule. I don't think this one needs it, but I want to hear all options first before dismissing the idea of having one. Oh, did I mention how cool this looks once built, and the DnD set really helps that. Thanks to all who helped out with this one. :up:

mrcrimson
April 26th, 2010, 01:55 AM
I would say this map doesn't need it. With all the teasing about how cool it looks can you snap a pic of it?

Griffin
April 26th, 2010, 02:03 AM
I would say this map doesn't need it. With all the teasing about how cool it looks can you snap a pic of it?
Sorry, my camera is crap. :( But you can view it with Virtual Scape and also look at the pic on the front page. And don't forget, you can always build it. :p

IAmBatman
April 26th, 2010, 02:17 PM
I think that, when you can help it, avoid additional rules on the maps. Only use them if it's needed to balance a fun thematic map for gameplay. The more map rules you include, the more complex it becomes to use C3G maps (and considering that many of them will also, eventually be incorporating custom glyphs and units in custom scenarios, keeping it simple is definitely a good thing!).

A3n
April 26th, 2010, 04:04 PM
I think that, when you can help it, avoid additional rules on the maps. Only use them if it's needed to balance a fun thematic map for gameplay. The more map rules you include, the more complex it becomes to use C3G maps (and considering that many of them will also, eventually be incorporating custom glyphs and units in custom scenarios, keeping it simple is definitely a good thing!).

:word:

Griffin
April 26th, 2010, 05:09 PM
That is what I thought too. Thanks gang.

OK, after building it and playing 2 full army tests, 5 Heavy Hitter tests, and 1 squad test on it, I am very happy with this map.

I propose that this map be finalized.

quozl
April 26th, 2010, 05:14 PM
Is it still using 1 RotV?

Griffin
April 26th, 2010, 05:28 PM
Is it still using 1 RotV?
Yep, the front page is accurate.

Taeblewalker
April 27th, 2010, 03:48 PM
I vote yea.

A3n
April 27th, 2010, 03:58 PM
i vote YEA

Cavalier
April 27th, 2010, 04:17 PM
YEA

mad_wookiee
April 27th, 2010, 11:09 PM
Looks great - YEA.

EternalThanos86
April 28th, 2010, 12:32 PM
A very complex map that is very Super in theme and feel.

YEA

mrcrimson
April 28th, 2010, 11:46 PM
I vote yes. Sorry havent been around lately, youngest lost my laptop cable so i have had to do all my surfing on the blackberry.

Griffin
April 29th, 2010, 04:47 PM
OK, it passes. :up:

Griffin
May 15th, 2010, 12:02 PM
A3n, can I get a PDF for this map?

Hahma
May 15th, 2010, 12:06 PM
A3n, can I get a PDF for this map?

Yeah, because I can't download the current version and would rather use PDF versions anyway.

Griffin
May 15th, 2010, 12:08 PM
A3n, can I get a PDF for this map?

Yeah, because I can't download the current version and would rather use PDF versions anyway.
I have been doing all of my playtesting on this map and it is soooo much fun. It has a real nice urban feel to it.

Griffin
May 15th, 2010, 12:09 PM
Oh, Hahma, you need to uninstall and delete all of your old VirtualScape programs, then reinstall the new one. If you do that, you shouldn't have any more problems.

Hahma
May 15th, 2010, 12:30 PM
Oh, Hahma, you need to uninstall and delete all of your old VirtualScape programs, then reinstall the new one. If you do that, you shouldn't have any more problems.


I'll get around to doing that at some point, but in the mean time, PDFs work great. :D

When I did my last two maps, Helm's Field and Water Treatment Plant, I saved them as PDFs to make it a bit easier do download. :D

A3n
May 15th, 2010, 04:14 PM
:oops: I forgot all about this one. I should be able to get to it today.

Cheers

A3n
May 15th, 2010, 05:13 PM
Here ya go: PDF (http://aslade.customer.netspace.net.au/C3G_Platforms5&6.pdf), enjoy.

Cheers

Hahma
May 15th, 2010, 05:18 PM
Awesome A3n :thumbsup:. I can download it now and visually it gives a much better idea of how it looks than previously. Looks really cool and I can't wait to build it.

Griffin
May 15th, 2010, 08:11 PM
Thanks A3n. I hope others will enjoy this map as much as I have. :D

quozl
May 29th, 2010, 07:26 PM
Hey Griffin,

Just curious why there aren't ladders on both sides of the smaller platforms. We put ladders next to the battlements on each side and they worked great!

Master Tang
May 29th, 2010, 07:32 PM
For this map couldn't you add an optional rule that you can get hit by a train if you sit on the tracks at the end of the round or something? I wasn't sure if that thought occured,but reading the bio it seemed that the tracks would be pretty busy and dangerous.

Hahma
May 29th, 2010, 07:39 PM
For this map couldn't you add an optional rule that you can get hit by a train if you sit on the tracks at the end of the round or something? I wasn't sure if that thought occured,but reading the bio it seemed that the tracks would be pretty busy and dangerous.


Cool idea Master Tang + rep. Maybe the optional rule could work if at the end of each round, the player with the last turn of the round has to roll the d20 and on a certain roll there can be potential damage or death to any figures on the tracks. And/or an affected figure on the tracks could be moved x amount of spaces if they are hit by the train and survive.

Griffin
May 29th, 2010, 07:44 PM
For this map couldn't you add an optional rule that you can get hit by a train if you sit on the tracks at the end of the round or something? I wasn't sure if that thought occured,but reading the bio it seemed that the tracks would be pretty busy and dangerous.


Cool idea Master Tang + rep. Maybe the optional rule could work if at the end of each round, the player with the last turn of the round has to roll the d20 and on a certain roll there can be potential damage or death to any figures on the tracks. And/or an affected figure on the tracks could be moved x amount of spaces if they are hit by the train and survive.
Well I had originally thought of that, and was planning on implementing it, however after tons of playtesting on it, I realized that the track doesn't get used very often anyways, and if you had a damning rule like that, you would almost ensure that no one would ever use it. It sounds great, but it just isn't applicable in reality.

Griffin
May 29th, 2010, 07:48 PM
Hey Griffin,

Just curious why there aren't ladders on both sides of the smaller platforms. We put ladders next to the battlements on each side and they worked great!Well first off, I hope you enjoyed the map, because it is one of my favorites for SuperScape, especially with Vigilantes and Criminals. But I had originally placed ladders there, but after a bunch of playtesting, I realized that it was too easy for figures to access them, and there was way too much ladder hopping for my tastes. You are certainly able to place them there if you want, as the terrain limits do allow for it, but I think the games are much more interesting without the easy access to those locations.

Master Tang
May 29th, 2010, 07:48 PM
For this map couldn't you add an optional rule that you can get hit by a train if you sit on the tracks at the end of the round or something? I wasn't sure if that thought occured,but reading the bio it seemed that the tracks would be pretty busy and dangerous.


Cool idea Master Tang + rep. Maybe the optional rule could work if at the end of each round, the player with the last turn of the round has to roll the d20 and on a certain roll there can be potential damage or death to any figures on the tracks. And/or an affected figure on the tracks could be moved x amount of spaces if they are hit by the train and survive.
I was thinking they are moved X amount of spaces and take a wound. I just thought it would add a little extra to this map.
ONCOMING SHUTTLES
At the end of every round the player that went last chooses a direction and then each player must roll a 20-sided die for each of their figures on the lowest level of road space. If they roll a 16 or higher they must immediately move their figure 4 spaces in the direction that the last player indicated and each figure receives 1 wound.

That's just a rough idea.

Master Tang
May 29th, 2010, 07:49 PM
EDIT:Accidental double post and ninja'd :ninja: by Griff.
I know it could be avoided entirely, but that's why it would be an optional rule.

quozl
May 30th, 2010, 12:47 AM
Hey Griffin,

Just curious why there aren't ladders on both sides of the smaller platforms. We put ladders next to the battlements on each side and they worked great!Well first off, I hope you enjoyed the map, because it is one of my favorites for SuperScape, especially with Vigilantes and Criminals. But I had originally placed ladders there, but after a bunch of playtesting, I realized that it was too easy for figures to access them, and there was way too much ladder hopping for my tastes. You are certainly able to place them there if you want, as the terrain limits do allow for it, but I think the games are much more interesting without the easy access to those locations.

I loved the map but We didn't try it without our extra ladders we added. I'll have to try them as you built it sometime.

Griffin
May 30th, 2010, 12:52 AM
Hey Griffin,

Just curious why there aren't ladders on both sides of the smaller platforms. We put ladders next to the battlements on each side and they worked great!Well first off, I hope you enjoyed the map, because it is one of my favorites for SuperScape, especially with Vigilantes and Criminals. But I had originally placed ladders there, but after a bunch of playtesting, I realized that it was too easy for figures to access them, and there was way too much ladder hopping for my tastes. You are certainly able to place them there if you want, as the terrain limits do allow for it, but I think the games are much more interesting without the easy access to those locations.

I loved the map but We didn't try it without our extra ladders we added. I'll have to try them as you built it sometime.
Cool. Yeah, honestly, with or without those extra ladders your gonna have the exact same thematic experiance, which is the aspect about this map that I love so much. The only difference in play style without those extra ladders is it is obviously not going to be as easy to get figures up there, and so it makes the reward much greater when you do, but it may take a while. Also, it makes it more difficult for ground troops to get up there and take out the ranged attackers, which forces those ground troops to hide in the tunnels and behind pillars just like they would in a real Subway, so I guess you may have missed out on some thematic elements (possibly), but really it is just a tactical preference to not have the extra ladders.

Good Pig
January 29th, 2011, 05:27 PM
Just finished putting this one together. What a fabulous map for superheroes :bowdown:

Some classic Batman action is going to take place. :D

Griffin
January 29th, 2011, 07:01 PM
Batman, Criminals, Punisher, Dare Devil, etc. are some of my favorites on this map. The height can be a deadly foe for ground pounders, but stick to the shadows and take cover where you can.

ibechief
October 23rd, 2012, 09:39 PM
This PDF is not working for me.

quozl
October 23rd, 2012, 11:10 PM
This PDF is not working for me.

Here's the correct URL:
http://c3ggames.com/C3G/released/maps/C3G-MAP_Platforms5&6.pdf

ibechief
October 23rd, 2012, 11:28 PM
This PDF is not working for me.

Here's the correct URL:
http://c3ggames.com/C3G/released/maps/C3G-MAP_Platforms5&6.pdf

Thanks very much!

A3n
October 24th, 2012, 12:04 AM
OP Link fixed.