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View Full Version : Kenny Libido's Maps - The High Tower Map


kennylibido
October 3rd, 2006, 09:22 PM
Hello,

My goal was to create a compact map, which it is. However, I have not played using this setup (or using a castle, for that matter). That being said, I suspect that this is likely a brutal map for the attackers although I have included a back "secret" entrance through the catacomb beneath the Tower. I particularly like the depth of the map.

If you desire, feel free to try it out. The only caveat is that you post commentary as to how it plays so I can do a little learning on map making.

I did this with VirtualScape. It uses tiles from two Master Sets, two Roads, one Tundra, two Castles, one Wastelands, and one of each expansion. I have the VirtualScape map and a .pdf as well which I will post if requested and I can figure out how to do such.

Thanks!

Joe.

http://i99.photobucket.com/albums/l302/kennylibido/TheHighTowerVIf.jpg

http://i99.photobucket.com/albums/l302/kennylibido/TheHighTowerVIe.jpg

http://i99.photobucket.com/albums/l302/kennylibido/TheHighTowerVId.jpg

http://i99.photobucket.com/albums/l302/kennylibido/TheHighTowerVIc.jpg

http://i99.photobucket.com/albums/l302/kennylibido/TheHighTowerVIb.jpg

http://i99.photobucket.com/albums/l302/kennylibido/TheHighTowerVIa.jpg

This is the VirtualScape .hsc file:

http://s19.quicksharing.com/v/6967375/The_High_Tower_VI.hsc.html

This is the .pdf map:

http://s19.quicksharing.com/v/7608689/The_High_Tower.pdf.html

mrbistro
October 4th, 2006, 01:12 AM
My goal was to create a compact map, which it is. However, I have not played using this setup (or using a castle, for that matter). That being said, I suspect that this is likely a brutal map for the attackers although I have included a back "secret" entrance through the catacomb beneath the Tower. I particularly like the depth of the map.

Hello and welcome to the site. First of all, I like the base of the map very much. Nicely done. But frankly the ramp-up of castle towers would not be fun to play with. Alter that part and you could have a very solid mini-map.

Hex_Enduction_Hour
October 4th, 2006, 01:17 AM
Wow does KennyLibido build like his username or what?!? Interesting map. You may need more ice to cool it down, though. ;)

kennylibido
October 4th, 2006, 08:14 AM
My goal was to create a compact map, which it is. However, I have not played using this setup (or using a castle, for that matter). That being said, I suspect that this is likely a brutal map for the attackers although I have included a back "secret" entrance through the catacomb beneath the Tower. I particularly like the depth of the map.

Hello and welcome to the site. First of all, I like the base of the map very much. Nicely done. But frankly the ramp-up of castle towers would not be fun to play with. Alter that part and you could have a very solid mini-map.

Hey Msbistro,

I assume you're mentioning the ramp-up not being fun to play with for a reason. Care to elaborate? Truth be told, I built the castle first and plugged it onto the map. Because I haven't played using the castle pieces or rules, you're experience is speaking, presumably.

As I considered the merits of the map, it occurred to me that castles were frequently designed to be defensible - is you're point related to an aesthetic issue or a play issue? If it's a play issue, please tell me why - I don't want to play the map and find I'm wasting my time if it's fatally flawed.

Take care.

Eclipse
October 4th, 2006, 11:23 AM
I'd say it's a play issue personally, but it really depends on how you want the map to play out. The map really looks awesome, but the spire probably won't be very fun in practice. The problem you'll run into is that a single ranged unit can pretty much dominate the entire map from that position. There may be a few spaces that get cover, but for the most part every single space on the map is taking doube height advantage fire from that point. Like you said, brutal for the attackers, especially since there's only about 8 spaces outside of the range of the sniper's nest.

What you're probably going to find is that even if the attackers get in through the back entrance, or the door for that matter, they're not much better off. It's at least a 6 turn climb up that spire, and very few units are going to survive that.

I suppose it really depends on where you place the starting zones and how many points you allow for each side. If the defenders have to start on the castle floor, the attackers might have time to get in and climbing before anyone gets too far up the spire. My guess is anything not Ranged/Flying would be a wasted draft on this map. Of course, that can also be exactly what you want. It all depends on how you want it to play out.

mrbistro
October 4th, 2006, 01:29 PM
As I considered the merits of the map, it occurred to me that castles were frequently designed to be defensible - is you're point related to an aesthetic issue or a play issue? If it's a play issue, please tell me why - I don't want to play the map and find I'm wasting my time if it's fatally flawed.

Fatally flawed? No way. I think it just needs some tweaking. First off the height of the castle gives serious height bonus, as well as making it even harder for attackers to get LOS. The castle walls that ramp up also mean that the attacker has even farther to travel to get to the defenders. Aesthetically the map is fine, and of course castles were meant to be defensible, but there's a point where it may not be as much fun to play. I think your map is very creative, but a little more work would make it excellent.

Jandars_Hope
October 4th, 2006, 05:15 PM
That's one mother of a Tower!

Su-Bak-Na
October 4th, 2006, 09:47 PM
Thats one shorter than the tallest tower I've made.
Although yours has a nice look to it, but I think the small map makes it to easy for the defender to win. Mostly because if the defender were to chose a hero such as Syvaris or Deadeye Dan they would most likely be able to attack most of the attackers army. I would probobly add to the size of the field, giving the attacker a beter chance to be able to breach the walls.

Teamski
October 4th, 2006, 10:58 PM
Sure looks like a Six Flags ride to me, hehehehehe....

I wanna ride!

-Ski

Tendoformer
October 5th, 2006, 04:30 PM
You map is very epic, which I like. It's a bit too small horizontally but very cool looking.

I disagree with the height advantage being a problem because if you knew your opponent was going to go/start there you should draft to compensate. It looks like Minions (flying) can get there in 2 turns from behind the ruins.

Great work. Now where's Isengard :)

Eclipse
October 5th, 2006, 04:35 PM
I think the problem you'll find is that from that height, the ruins aren't going to block LOS at all. That means 3 turns minimum of fire to even get a shot at the sniper. And for a decent ranged squad with extreme height... that's a long long time.