View Full Version : The Book of HYDRA Base Gehenna
Hahma
January 4th, 2011, 11:24 PM
The Book of HYDRA Base Gehenna
A C3G Competitive Map
http://c3ggames.com/C3G/released/maps/C3G_HYDRA_Base.png
Download the PDF File (http://c3ggames.com/C3G/released/maps/C3G-MAP_HydraBaseGehanna.pdf)
Required Sets:1 Rise of the Valkyrie Master Set, 1 Fortress of the Archkyrie, and 1 Battle for the Underdark Master Set.
MAP BIO: Terrorist factions HYDRA and Leviathan are at war and destroying each others bases without regard for life. The HYDRA base of Gehenna is located in New Zealand. Is it next in the sights for Leviathan or are there other players in the mix that have interest in this base? _________________________________________________________________
-Rulings and Clarifications-
N/A-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
Initial playtest by Hidicul (http://www.heroscapers.com/community/showpost.php?p=1327080&postcount=60)
Playtest by Davidlhsl (http://www.heroscapers.com/community/showpost.php?p=1327526&postcount=66)
Playtest by Nilfheimpwns (http://www.heroscapers.com/community/showpost.php?p=1327089&postcount=62)
Hahma
January 4th, 2011, 11:29 PM
Edit: Deleted old pictures before finalized changes.
CharosInCharge
January 4th, 2011, 11:31 PM
Ladders seem to be popular here in C3G. Another great board!
Hahma
January 4th, 2011, 11:36 PM
Thanks CIC. We like to include ladders to at least allow ground pounders to have a chance of getting height. There are four ladders on this map, one on opposite sides of each structure. They can offer either LOS blocker of the outer wall to get to the outside corner ladder, or shadow tile defense boost while maneuvering for the inner ladders. I tried to keep it to only a few sets in order to make it more easily built by as many people as possible. :)
Griffin
January 4th, 2011, 11:41 PM
Should we have restrictions on map sets for Competitive maps, as these are the maps our tourney directors will be using?
tcglkn
January 4th, 2011, 11:42 PM
Ladders seem to be popular here in C3G. Another great board!
FotA is popular and ladders make it more fair for melee non-flyers.
Good Pig
January 4th, 2011, 11:43 PM
Cool. Glad to see this is going to be a C3G Competitive map. I was hoping I'd get to build it and keep it together for awhile. Which means I'd need to be able to run play testing on it too. I had been using Grundy's Grave for like 5 tests and bunch of casual games too.
Hahma
January 4th, 2011, 11:45 PM
Should we have restrictions on map sets for Competitive maps, as these are the maps our tourney directors will be using?
I guess I didn't think about Tourneys. That's BIG TIME! And I've never been a tourney guy, but I would think that there could be some kind of restriction. Is there a set restriction for BOV?
IAmBatman
January 4th, 2011, 11:48 PM
This does seem like a big one for a competitive map, but since we're playtesting exclusively on the competitive ones, I like having lots of options. :-)
Good Pig
January 4th, 2011, 11:49 PM
I believe BOV maps are always max 1 Master Set + 1 Expansion
Hahma
January 4th, 2011, 11:49 PM
Cool. Glad to see this is going to be a C3G Competitive map. I was hoping I'd get to build it and keep it together for awhile. Which means I'd need to be able to run play testing on it too. I had been using Grundy's Grave for like 5 tests and bunch of casual games too.
Well being that I'm new to this process. I'll lean on the more experienced C3G mapmakers to let me know what steps to take and when the map can go for map playtesting. Then I guess if it gets finalized, then it can be released for unit playtesting and you can keep it together for as long as you need. Notice I didn't have any spoilers in the Bio? :D
Good Pig
January 4th, 2011, 11:51 PM
Not until you mentioned it now.
Poop. :(
Hahma
January 4th, 2011, 11:57 PM
This does seem like a big one for a competitive map, but since we're playtesting exclusively on the competitive ones, I like having lots of options. :-)
Rise of the Valkyrie™ Master Set, 2 Fortress of the Archkyrie™, Marvel™ Master Set, 2 Battle for the Underdark™ Master Sets
This is the requirements for Platforms 5 and 6. It's a competitive map and HYDRA Base has only 1 Fortress, 1 Battle for the Underdark and 1 Rise of the Valkyrie Master set. Half as much material :shrug:
These are the requirements for Martian Warzone: The Heat competitive map.
Required Sets: Rise of the Valkyrie™ Master Set, Volcarren Wasteland™, 2 Battle for the Underdark™ Master Sets
I believe BOV maps are always max 1 Master Set + 1 Expansion
Not until you mentioned it now.
Poop. :(
Don't poop yet Good Pig. I was basing the competitiveness based on other requirements of C3G competitive maps that are used for testing. So we may be saved yet. :D
tcglkn
January 5th, 2011, 12:04 AM
Classification of Heroscape sets:
Master Sets. One of the following may be used as a master set:
Rise of the Valkyrie
Marvel: The Conflict Begins
Swarm of the Marro
D&D: Battle for the Underdark
Expansions: Up to three of the following may be used, with up to two copies of the same set allowed:
Road To The Forgotten Forest
Volcarren Wasteland
Thaelenk Tundra
Fortress of the Archkyrie (Special restriction: at most one of this set may be used.)
Ticalla Jungle
Hybrid Master Sets: One of the following may be used in place of two expansions:
Marvel: The Conflict Begins (Except when also used as a master set.)
Swarm of the Marro (Except when also used as a master set.)
D&D: Battle for the Underdark
Seems like this would be BoV approvable.
Hahma
January 5th, 2011, 12:12 AM
Great work Tickle, thanks. :thumbsup:
So having 1 ROTV = 1 MS. Having 1 Battle for the Underdark = 2 of 3 Expansions. And having 1 FOTA = 1 of the 3 Expansions allowed.
Winner winner chicken dinner. :D
tcglkn
January 5th, 2011, 12:15 AM
I think this is a good start if we restricted the sets but allowing multiple FotA and Marvel sets would be something the C3G would need to do.
CharosInCharge
January 5th, 2011, 12:15 AM
I know that ladders are intended for the ground pounders to get up top, my concern with too many maps with huge height advantage points like this is it will make ranged flyers like a Lantern army too powerful.
It would take atleast 2-3 turns for most non flyers to get up top where as most flyers can get up top on the first turn, allowing them to take pop shots at a ground pounder from height on the 2nd turn at the latest.
There are enough figures that I don't think any one army would be too strong, but I'm just saying if all the maps have this same ladder up to a perch in the middle design it could make tourney play off balanced for certain figures.
A suggestion would be to maybe add some road/glyphs on the bottom levels. If some ranged flyer bolts up top and you send a ground pounder on road going towards there start zone it could balance it out a bit
*shrugs*
I do like the map though mate, don't get me wrong :-D
quozl
January 5th, 2011, 12:26 AM
Why are we talking about set restrictions here? That should be in the mapmakers thread.
Here is where we talk about Hahma's map. I think it looks great! The only suggestion I have is that if you have any extra castle toppers, you could use them to make some varied height up on the castle tops.
Hahma
January 5th, 2011, 12:31 AM
I know that ladders are intended for the ground pounders to get up top, my concern with too many maps with huge height advantage points like this is it will make ranged flyers like a Lantern army too powerful.
It would take atleast 2-3 turns for most non flyers to get up top where as most flyers can get up top on the first turn, allowing them to take pop shots at a ground pounder from height on the 2nd turn at the latest.
There are enough figures that I don't think any one army would be too strong, but I'm just saying if all the maps have this same ladder up to a perch in the middle design it could make tourney play off balanced for certain figures.
A suggestion would be to maybe add some road/glyphs on the bottom levels. If some ranged flyer bolts up top and you send a ground pounder on road going towards there start zone it could balance it out a bit
*shrugs*
I do like the map though mate, don't get me wrong :-D
Adding a road could help, get from one SZ to ladders on structure near other SZ, but it would be one more set to add. I don't know what requirements we're going to stick to. Sure a glyph or two at the bottom could help in getting some interest down low.
I figured the shadow tiles could help somewhat with the ground guys. Ladder positions could always be changed too so that they are closer to the middle. :shrug:
Though regarding favoring some units on this map, I agree. Though adding Green Lantern John Stewart to your team can help with Basket Carry for non-flying figures. You also have Angel that can Carry non-flyers, also have Colossus to use Fastball Special to get people up there, not to mention Jean Grey and Magneto. So there are certainly some figures available that can help non-flyers/leapers/swingliners etc.
Now on the flipside, if you have a flat map that favors the ground units, you kind of take away some of the ranged flyers gusto.
Ultimately we'll see how it goes and make changes accordingly, thanks for the comments and suggestions CIC :D
CharosInCharge
January 5th, 2011, 12:34 AM
You got it, my friend. :thumbsup:
Griffin
January 5th, 2011, 12:43 AM
This does seem like a big one for a competitive map, but since we're playtesting exclusively on the competitive ones, I like having lots of options. :-)
I believe I agree. I want to test on this map, and if a Tourney Director wants to use or avoid this one, he will, as is the way of tournaments anyways.
Why are we talking about set restrictions here? That should be in the mapmakers thread.
Here is where we talk about Hahma's map. I think it looks great! The only suggestion I have is that if you have any extra castle toppers, you could use them to make some varied height up on the castle tops.
You didn't mind talking about generic names in our Alkali Lake thread, because it pertained to the map, as did this discussion. sheesh :roll:
Griffin
January 5th, 2011, 12:44 AM
I know that ladders are intended for the ground pounders to get up top, my concern with too many maps with huge height advantage points like this is it will make ranged flyers like a Lantern army too powerful.
You should be aware that being a ranged flier is ABSOLUTELY accounted for when we price a unit.
Hey quozl, more side-baring. :neener:
A3n
January 5th, 2011, 12:52 AM
Should we have restrictions on map sets for Competitive maps, as these are the maps our tourney directors will be using?
I get what you are saying but I think that should be up to the tourney directors. This is still a Competitive map. It only requires 3 sets, & I can actually build it :D.
:ninja: sorry, I'm at work & didn't realise I had the window open for that long before replying. :oops:
Cheers
quozl
January 5th, 2011, 08:50 AM
I also have a slight concern about the battlements allowing unobstructed line of sight to everything on top. Does it make a difference if you remove the battlements?
SirGalahad
January 5th, 2011, 09:12 AM
I know that ladders are intended for the ground pounders to get up top, my concern with too many maps with huge height advantage points like this is it will make ranged flyers like a Lantern army too powerful.
You should be aware that being a ranged flier is ABSOLUTELY accounted for when we price a unit.
Hey quozl, more side-baring. :neener:
I, for one, am not interested in quozl exposing his side. :lol:
Griffin
January 5th, 2011, 11:16 AM
I also have a slight concern about the battlements allowing unobstructed line of sight to everything on top. Does it make a difference if you remove the battlements?
I think that is a valid point. I wonder what the map would look like if the battlements stayed up on the sides of the map but were removed from the ends that face the start zone.
Margloth
January 5th, 2011, 03:14 PM
I know that ladders are intended for the ground pounders to get up top, my concern with too many maps with huge height advantage points like this is it will make ranged flyers like a Lantern army too powerful.
It would take atleast 2-3 turns for most non flyers to get up top where as most flyers can get up top on the first turn, allowing them to take pop shots at a ground pounder from height on the 2nd turn at the latest.
There are enough figures that I don't think any one army would be too strong, but I'm just saying if all the maps have this same ladder up to a perch in the middle design it could make tourney play off balanced for certain figures.
A suggestion would be to maybe add some road/glyphs on the bottom levels. If some ranged flyer bolts up top and you send a ground pounder on road going towards there start zone it could balance it out a bit
All the Shadow in the middle helps keep height advantage in check as well. Although it doesn't help the groundies get the flyers. :shrug:
Hahma
January 5th, 2011, 09:26 PM
I also have a slight concern about the battlements allowing unobstructed line of sight to everything on top. Does it make a difference if you remove the battlements?
I think that is a valid point. I wonder what the map would look like if the battlements stayed up on the sides of the map but were removed from the ends that face the start zone.
Here are a couple pix with the battlements removed on starting zone sides.
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennapix001.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennapix005.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennapix003.jpg
With battlement off and a single raised piece of wallwalk on each structure.
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennapix006.jpg
A different option where I moved the ladders from the one outside corner of each structure to bring them closer to the starting zone.
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennapix008.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennapix010.jpg
Griffin
January 7th, 2011, 07:19 AM
I very much prefer the last option with the ladder placement, and I also like the single raised wall walks on either side along with the now fewer battlements. All of those were good changes when you combine them. :up:
A3n
January 7th, 2011, 07:27 AM
I very much prefer the last option with the ladder placement, and I also like the single raised wall walks on either side along with the now fewer battlements. All of those were good changes when you combine them. :up:
:word:
Hahma
January 7th, 2011, 10:20 PM
Changes made to download and first post.
Hahma
January 23rd, 2011, 10:47 AM
I just got done with an army test toward an initial playtest for this map. I will post full blown report later with some pictures.
The armies were:
Flash (250) Green Goblin (230) Hand Ninja x 3 (255) Bullseye (175) and Elektra (17) for 1080 points.
vs.
Batman Bruce (200) Black Canary (190) Punisher (180) Daredevil (180) Green Arrow (150) Robin (120) and Alfred (60) for 1080 points .
All I can say is WOW! What a great battle and every part of the map (with the exception of the height on rock terrain near water, though at a couple points it could have).
Going into Round 9, Flash with 2 wounds was adjacent (in opponent's SZ) to Alfred with 1 wound (he'd already used Extraction for Punisher) and Bats with 2 wounds was on structure near opponent's SZ after just killing Bullseye in R8.
R9- Alf wins initiative for R9 and misses Flash with a 2/2 attack (no blanks). Flash kills Alfred and moves 4 spaces toward center of map. Bats Grapples down. Flash attacks and takes wound 3 from ES roll of 20. Bats hits Flash with a 2/0 attack, but 1 blank is rolled for the Dodge. Flash attacks Bats with a 3/2 attack for 1 wound after an ES roll of 6.
R10-Flash wins initiative (which is normally a good thing) and attacks Bats with a 2 skull attack but Bats rolls 19 for ES and puts final wound on Flash.
Batman survives with 3 wounds to win on T1R10.
Great battle and a lot of fun! :D
IAmBatman
January 23rd, 2011, 12:11 PM
Sounds like a blast! :-)
Hahma
January 23rd, 2011, 01:26 PM
Sounds like a blast! :-)
Oh it was for sure. Doesn't get any closer than that without being a tie. And to make things better after Bats was great in that game throughout, I just got done watching Under The Red Hood (before Bears game of course) and am on a Batman high. :D
IAmBatman
January 23rd, 2011, 01:32 PM
Nice. :-D Like how I just watched the new episode of Young Justice and totally want to do Miss Martian now.
Griffin
January 23rd, 2011, 02:59 PM
Excellent! I think this map looks great, and if you want to, we can vote to move to playtesting now, that way you can finish up as others test. We don't actually need an "initial test" done, but it is a good idea to build it before sending it out. You have actually built it and played on it, so I think others could start testing now if you want.
After at least 48 hours have passed, a proposition to move to the Playtesting Phase can be made.
Hahma
January 23rd, 2011, 03:02 PM
Thanks Griff. :D
With that, I Propose HYDRA Base Gehenna map move to playtesting phase.
Griffin
January 23rd, 2011, 03:19 PM
yea
johnny139
January 23rd, 2011, 03:26 PM
Looks good to me. Yea.
A3n
January 23rd, 2011, 03:56 PM
Yea
Hahma
January 24th, 2011, 08:42 AM
C3G PLAY TEST FEEDBACK FORM
NAME OF THE TEST UNIT HYDRA BASE GEHENNA
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. .PASS
Map: .HYDRA Base Gehenna
Units: .Flash (250) Green Goblin (230) Hand Ninja x 3 (255) Bullseye (175) and Elektra (170) for 1080 points. Vs. Batman Bruce (200) Punisher (180) Daredevil (180) Black Canary (190) Robin (120) and Alfred (60) (I proxied Commish Gordon for Alfred) for 1080 points.
R1- Green Arrow moves to bottom of ladder near his SZ. Bullesye moves to the bottom of the ladder near his SZ as well, then 2 Ninja move toward the inside ladder of the opponent’s structure while 1 Ninja sneaks around to the right of his SZ. Punisher also tries to sneak around the structure by going to the right from his SZ and Robin follows. Bullseye moves up to the top rung of the ladder, 1 Ninja moves to bottom rung of ladder on opponent’s structure with 1 Ninja on adjacent space and 1 Ninja hiding under the overhang to the right of their SZ. Punisher goes around corner and his unique mini pose allows him to barely see the Ninja’s hand on the ladder, while allowing Robin to still see his foot, so he shoots his Rocket at the Ninja on height but his 2 skull roll is blocked by 2 shields on 2 dice. Robin Grapples to the single height wall walk on the structure and attacks the Ninja on the ladder, but misses with a 1/1 attack. Green Goblin fly’s up to top of his structure.
R2- Green Goblin moves to edge of structure with battlement (closest to opp. SZ) and attacks with height vs. Green Arrow but misses. Batman Grapples to top of structure from his SZ and puts 1 wound on GG with his Batarang and kills the Ninja on the ground, but misses Ninja on ladder, then Robin attacks the Ninja on the ladder but misses the lucky Ninja who has avoided 4 attacks so far! Elektra moves onto shadow space near single rock outcrop, while the Ninja on the ladder moves to the top of the structure and puts 2 wounds on Robin, the Ninja under the overhang moves to shadow space and puts 1 wound on Green Arrow and the 3rd Ninja leaves the SZ and heads to the right. Green Arrow moves to top rung of ladder and attacks Bullseye on the top of opposite ladder 10 spaces away and puts 2 wounds on him. Green Goblin misses GA and Batman with a Pumpkin Bomb, but puts 1 wound on him with normal attack. Black Canary moves to bottom of ladder that GA is on and Canary Cries through rock outcrop toward Green Goblin on other structure, but while GG blocks the CC attack, the Ninja on shadow below gets killed. Then Robin is finally able to kill that elusive Ninja.
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures003.jpg
R3- Green Goblin PB’s again and misses Black Canary and Batman but puts 3rd wound on Green Arrow, then goes back to top of his structure to put 2 wounds on Black Canary with his normal attack. Black Canary moves through center area and Canary Cries vs. Elektra and Bullseye but can only put 1 wound on Bullseye. Robin can’t see BC. Green Goblin fly’s over Black Canary to PB her but misses but after flying back across to other structure, he puts 3rd wound on her with normal attack. Batman takes advantage of move bonus on wallwalk and moves to opposite end of structure to put 3rd wound on Bulleye, while missing Elektra and GG with Batarangs, then Robin moves adjacent to Bats and misses Elektra with his attack. Bullseye moves to single space wallwalk height that is 7 spaces from Bats but misses with attack, while 2 Ninja sneak around right side and 1 Ninja moves from SZ to kill Black Canary with a throwing star. Punisher moves toward side opening and attacks Elektra on shadow space with his AR, but only puts 1 wound on her, Robin can’t see Punisher to be activated.
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures009.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures008.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures007.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures006.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures005.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures004.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures002.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures001.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures011.jpg
http://i90.photobucket.com/albums/k273/hahma/HYDRA%20Base%20Gehenna/HYDRABaseGehennainititialplaytestpictures010.jpg
R4- Punisher moves onto shadow space adjacent to Elektra and attacks her and a Ninja adjacent to her with his Shotgun and with a 3 skull roll he gets Elektra to 4 wounds and kills the Ninja, then he attacks Elektra again with Shotgun and kills her with a 3/1 attack (nice to see him get some use out of the Shotgun). Robin can see Punisher so he can attack and miss Green Goblin. Bullseye with height misses Batman (bad rolls for him), then a bunch of Ninja move and put 2 wounds on Punisher. Daredevil moves out of SZ and can barely reach GG with ranged attack but misses and Robin is too far away to activate. Bullseye attacks with height with Deadly Aim vs. Punisher, but misses with a 3/3 attack (shadow helps Punisher), then 3 Ninja swarm around Punisher and all miss him. Punisher’s Shotgun is still hot as he kills 2 of the 3 Ninjas near him, but Robin can’t take out the 3rd Ninja. Green Goblin takes 1 wound from Evasive Strike as he tried to PB vs. Batman and he missed Robin with the PB attack as well, however he didn’t miss Green Arrow with his normal attack and killed the archer (note: Very much fun seeing GG flying around causing mayhem here).
R5- Bullseye misses Batman again (and throws a tantrum), but more Ninja come and get Punisher up to 4 wounds. Alfred with a timely OM (figured P would need some help) and he Field Extracts Punisher back to SZ to remove 1 wound (3). GG misses Bats again with PB (but no ES wound) but Robin takes 3rd wound and then moves to single wallwalk height on opponent’s structure and giggles when he rolls 5 skulls with his normal attack and height vs. Batman, but stops giggling when Bats ignores the attack with a ES roll of 16 and puts another wound on GG. Daredevil moves onto ladder of opponent’s structure and attacks Bullseye (with height) for 1 wound, then Robin kills a Ninja near DD. Flash moves and attacks DD but Radar Sense kicked in an allowed DD to somersault up topside and adjacent to Bullseye, then Flash moves under overhang. Batman engages and attacks GG for 1 wound and Robin stays put and misses GG.
R6- GG PBs Robin and kills him before flying to top of ladder and attacking but missing DD. Batman misses Green Goblin.. Bullseye rolls 3 skulls vs. DD, but Radar Sense blocks the attack, then 2 Ninja move and attack DD for 2 wounds (2) DD misses Bullseye. Flash moves to ladder near opponent’s SZ. Punisher gets 2 wounds removed from Alfred’s Field Medic and then moves but is still adjacent to Alf and puts 2 wounds on Flash with a Rocket attack.
R7- Flash moves and puts 3 wounds(4) on Punisher with FF attack. Punisher misses roll for getting more medical aid from Alf and Flash Dodges his attacks. Flash moves back and kills Punisher and puts 1 wound on Alf. DD misses Bullseye. Radar Sense blocks Bullseye’s attack, but while DD is distracted, a Ninja moves up the ladder and kills him with a 2/0 attack after RS roll of 7 failed DD. Batman moves and kills GG with a Batarang but misses 2 Ninja.
R8 – Batman Grapples down to shadow space ( in order to get closer to opponent’s structure) and kills 2 Ninja but misses Bullseye with height. Bullseye moves and can max out at 6 spaces away from Bats and puts 2 wounds on him with a 2/0 attack (bad roll for Bats on shadow space). Bats Grapples to top of structure and misses Bullseye with Batarang. Bullseye misses Bats. Bats moves adjacent to Bullseye (again taking advantage of movement on wallwalk) and kills him. Flash puts 1 more wound on Alf.
R9 – Alfred misses Flash with shotgun. Flash kills Alfred. Bats Grapples down. Flash moves and attacks Bats but takes 1 ES wound (3). Bats misses Flash as Flash Dodges. Flash puts 3rd wound on Bats as ES roll of 6 failed to stop it.
R10- Flash wins initiative and holds his breath as he rolls 2 skulls vs. Bats, but ES roll of 19 kicks in and puts final wound on Flash. Batman growls, “Dodge that!”
Batman survives to win on T1R10 with 3 wounds.
Very fun and exciting battle.
A3n
January 24th, 2011, 03:33 PM
How did you find playing on this with the changes as opposed to before when you played on it?
Griffin
January 24th, 2011, 03:36 PM
That map looks awesome, and much bigger in the pics than on VS. Great job on the tests too, looks like you had some fun. Which is always nice to make time for. ;)
Griffin
January 24th, 2011, 03:38 PM
How did you find playing on this with the changes as opposed to before when you played on it?
Yeah Hahma. Your reports are more centered on the figures like in a playtest report for a figure. But we should really mostly report on the MAP, and not sooo much on the figures, though that gives us info as well.
Hahma
January 24th, 2011, 05:10 PM
How did you find playing on this with the changes as opposed to before when you played on it?
How did you find playing on this with the changes as opposed to before when you played on it?
Yeah Hahma. Your reports are more centered on the figures like in a playtest report for a figure. But we should really mostly report on the MAP, and not sooo much on the figures, though that gives us info as well.
Sorry for doing a figure heavy report previously, old habit. :D
Well before the changes, only my girls played a mixed game on it that I helped with. From what I remember of that game (which didn't have squads) was that one side of the map was mostly used if you split it lengthwise.
With the changes and the units that I used for playing, it seemed to allow for more usage of the entire map and to give non-flying units a better chance. Non-flyers can get onto the ladder near their start zone really quickly. Leapers with lower leaping abilities can get onto the top of the structure easier from their start zones without the battlements that were previously there. I didn't have a situation in this game where a ranged unit was on a structure near the opponent's start zone and could snipe (GG was over there but his short range kept him from sniping Alfred), but w/o the battlements, it would give the ground units a means to target the figure up high and the one on top couldn't use the sighting ability of the battlement. Also, the addition of the single space of height on the wall walk made it definitely more of a strategic spot topside.
You can send figures around to the right from the starting zone easily enough with some safety of cover with the big wall there. You can make the move around the corner and into the overhang area to keep safe too until you are ready to strike. Going around the right can be useful to get ground units closer to opponents sz and try to attack them over there or as they climb the ladder by their sz or cut through the center of the map to head to inside ladder of other structure.
The shadow tiles helped a lot during this game in adding defense from attacks from above. It at least gives a player some help from above attacks. You also have to make the decision when attacking another unit on the shadow space if you want to enter the adjacent shadow space and attack same level and get the defensive bonus yourself or stay on dungeon space and attack from height vs. the figure on shadow.
There are water spaces that are pretty close to the structure in many places. Also with the dungeon and shadow spaces in centralized parts of the map, units that receive any kind of bonus or use on these types of terrain could make use the middle area.
Not playing a lot of games on the map, I'm limited with giving any greater detail for long term play. But obviously flyers/leaper/swingers will have easier access and ranged units will do well too. But there seems to be enough hiding spaces behind the big wall and under the overhang to give some help to ground units as well as easy access to 2 ladders on each structure. The shadow tiles also help ground units.
Hope that helps some. :D
A3n
January 24th, 2011, 05:16 PM
Thanx, Hahma that helps heaps & is great on detail. I like the sound & look of this map :thumbsup:.
Cheers
Hahma
January 24th, 2011, 05:23 PM
Thanks A3n. Being the one that designed it, I'm kind of biased to liking the map. :) So I'd really like to see others play on it so that there can be more input.
One thing of note that I failed to mention before is that some armies with Alfred, Prof X, Joker etc, that keep a certain unit back in SZ area can have some nice safety here and force the opponent to fight through a lot to get to them.
Hahma
January 25th, 2011, 06:12 PM
The proposal passes.
davidlhsl
January 26th, 2011, 02:57 PM
If nobody else signs up to playtest this by this weekend, I'll step forward. I've been thrilled at the way people have been pitching in with the recent map designs. I don't like to get in the way when others are stepping forward, so that is why I've stayed in the corner. :)
But I wanted to let you know I'm in the wings on this so you don't have to worry about this getting stalled.
Spidey'tilIDie
January 26th, 2011, 11:44 PM
If nobody else signs up to playtest this by this weekend, I'll step forward. I've been thrilled at the way people have been pitching in with the recent map designs. I don't like to get in the way when others are stepping forward, so that is why I've stayed in the corner. :)
But I wanted to let you know I'm in the wings on this so you don't have to worry about this getting stalled.
"Nobody puts davidlhsl in a corner!!!" Except davidlhsl, apparently.
Hahma
January 27th, 2011, 10:52 AM
If nobody else signs up to playtest this by this weekend, I'll step forward. I've been thrilled at the way people have been pitching in with the recent map designs. I don't like to get in the way when others are stepping forward, so that is why I've stayed in the corner. :)
But I wanted to let you know I'm in the wings on this so you don't have to worry about this getting stalled.
I'd love for you do take a shot at this David. The more the merrier. :D
Hahma
January 27th, 2011, 01:11 PM
I got a pm from a gentlemen named Longy418 that wanted to build and play on this map to report about it. He didn't want any points or anything, just wanted to help out and I really appreciate it.
My daughters took Spiderman, spiderwoman, silver surfer,and iceman; and thor and hulk against me: Green Lanterns and construct minus killowog. We used two random glyphs from the DC master set (one was kryptonite, the other superspeed). They were placed on the lower level of the outside 7hex rock tiles.
We only have played two rounds tonight but I don't see any reason why anybody with range, flying, leap, special attack, etc. would do battle anywhere but the castle tops. Any one that could get up there got there (including my 5 year olds silver surfer with very little prompting from me or her sister), although a few went after the glyphs only to be on height with their second move.
A massive army game might go well with the map as current- although it might be a little to easy to decimate the opponents starting zone.
My suggestions are 1) to increase the castle tops to beyond standard range/flight- 7 at a minimum. This could be accomplished by ballooning the middle or moving the castles to the exterior of the map. 2) Either way there needs to be something that draws you to between the castle walls, besides the shadow tiles I would like to see a set glyph that benefits your team (Power Up- the glyph that allows you another turn with a hero within so many spaces? (I am sorry I am not completely familiar with all c3g)). 3) Or, Expand the distance to the castle tops so you can't get up to the top of the other side from the start zone.
Sorry if I am long winded about this, but unless you tell me not to I will pm you with how the map plays out until we are done.
thank you,
Derek
Depending on what others say, I can potentially see having a glyph standard for the center of the map. Though I played without a glyph and used the center quite a bit, but that's just me and why it's cool to get opinions from others. I had the Hand Ninja/Assassin faction as part of my army and Vigilante/Robin faction as part of the other army that made use of fringe and center area quite a bit, but I can see if all flyers are drafted that the center wouldn't be used much, but then again, any map with structures are going to have flying figures gravitate toward the high areas.
I found that there were some nice hiding spots behind the big walls and under the overhang for ground units and the shadow spaces had helped.
A ranged unit on a shadow space will force Hulk or Superman to come down to them or get shot at all day.
I agree that Leaper/flyers/grapplers etc. will have an easier time getting to height, but a non-ranged leaper/flyer/grappler wouldn't do much good against a ranged unit on shadow below unless they went down there to take them out. Also, you could use some ground units to skirt around and make themselves a threat to the opponent's starting zone.
My concern with moving the structures to the outside would be that the action would likely gravitate t one structure and the rest of the map might not get used.
Thanks again Longy418 for your input and I look forward to hearing more as your battle progresses. I wasn't discounting your comments at all, but just adding my own experience with it to add another view. :D
IAmBatman
January 27th, 2011, 01:24 PM
Longy's a cool guy. :-) I'd love to see him post more - I've seen him sneaking around here more than once ... :-D
Griffin
January 27th, 2011, 02:21 PM
Longy is a cool guy, and a long time :ninja:-fan of the group.
Hidicul
January 27th, 2011, 09:30 PM
Longy is a great guy, he is generally at the tournys I go to and will probably be at the C3G tourny I'm trying to get set up for next month.
IAmBatman
January 28th, 2011, 01:56 AM
Who has two thumbs and is jealous of your tourney?
<------ this guy! :thumbsup::thumbsup:
Spidey'tilIDie
January 28th, 2011, 02:50 AM
Who has two thumbs and is jealous of your tourney?
<------ this guy! :thumbsup::thumbsup:
Darn! I was gonna go with this guy.
http://www.cinecon.com/frontimages/2379-spiderman.gif
Karat
January 28th, 2011, 03:01 AM
Double Post
Karat
January 28th, 2011, 03:02 AM
I'll be there
Hahma
January 29th, 2011, 04:47 PM
From Hidicul. Thank you sir. :D
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes.
Map: Hydra Base Gehenna
Units: Batman(Bruce), Flash, Alfred, Black Canary, Huntress, Darkseid(1250) Vs. Blob, Beast, Pyro, Angel, Thor, Wolverine(1255)
Wolverine advances. Flash advances.
Angel grabs Pyro and advances. Batman Bat Grapples to heighest point.
Angel grabs Pyro and advances. Flash engages Wolverine, blocked and then runs away.
Angel grabs Pyro and flies into opponent's start zone. Batman Batarangs Pyro for 2 wounds, Angel grabs Pyro and flys them engaged to Huntress and Darkseid.
Angel moves back 1 space. Darkseid attacks Pyro 3 wounds, Pyro out and angel flies off.
OM on Pyro. Batman Bat Grapples to engage Angel, 2 wounds, and Angel flies off.
Batman engages Angel, 3 wounds, Angel out. Thor engages Flash with height 7 skulls Vs. 2 shields, flash out.
OM on Flash. Wolverine engages Batman, whiffed.
Darkseid advances. Thor engages Batman Evasive Strike roll 2, 3 wounds.
Batman Batarangs Thor & Wolverine, Blocked. Wolverine attacks Batman, Evasive Strike roll 4, 1 wound, out.
Darkseid flies to height, Omega Effect on Thor, 3 wounds, roll 16. Blob advances.
Darkseid advance, Omega Effect on Thor, blocked. Thor engages Darkseid, 1 wound.
Beast advances. Darkseid attacks Thor, 1 wound.
Beast advances. Darkseid Omega Effect Thor, 1 wound, roll 1.
Thor attacks Darkseid, blocked. Darkseid Omega Effect THor, 1 wound, roll 13.
Beast Stealth Leaps to engage Darkseid, whiff.
Darkseid attacks Thor, blocked.
Beast Negotiation on Darkseid. OM removed.
Blob Advances. Huntress Advances.
Darkseid attacks Thor, 3 wounds, out. OM on Thor.
Huntress advances Crosspow on Blob, blocked. Beast Negotiation on Darkseid.
Om removed. Blob Climbs Ladder.
Blob engages Darkseid, blocked. Darkseid Omega Effect Blob, 3 wounds, roll 15.
Wolverine Advances. Huntress runs into shadows and Crossbows Wolverine, 3 wounds.
Wolverine engages Huntress 3 wounds a piece, Wolverine out. Darkseid Omega Effect Blob, 1 wound, roll 16.
Beast negotiation Darkseid. Darkseid Omega Effect Beast, Blocked.
Beast attacks Darkseid, 1 wound. Huntress advances, Crossbows up at Blob, blocked.
Blob attacks Darkseid, blocked. OM removed.
Darkseid Omega Effect Beast, 5 wounds, out. OM on Beast.
Huntress Crossbows up to Blob, blocked. OM on beast.
Darkseid Omega Effect Blob, 2 wounds, out.
Game went to round 10 turn 3. Darkseid had 4 wounds, Huntress 3, Black Canary and Alfred none. Most of the fighting took place in the middle of the map.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes
Map: Hydra Base Gehenna
Units: Green Arrow(Oliver), Magneto, Cyclops, Punisher(830) Vs. Daredevil, Elektra, Two-Face, Jean Grey, Jonah Hex, SHIELD Sniper(830)
Green Arrow advances. Elektra advances.
Green Arrow advances and attacks Elektra Skill Shot roll 11, 1 wound. Jean advances.
Cyclops advances. Daredevil advances.
Green Arrow Climbs ladder and attacks Elektra Skill Shot roll 11, 1 wound. Jean advances, throws Elektra up, no wound.
Green Arrow Climbs to height and attacks Elektra Skill Shot roll 12, blocked. Elektra attacks Green Arrow, 1 wound, Assasins Mark roll 6.
Green Arrow attacks elektra Skill Shot roll 5, 1 wound. Daredevil advances.
Elektra attacks GReen Arrow, blocked. Cyclops attacks Daredevil, Radar Sense roll 19.
Elektra attacks Green Arrow, Blocked. Green Arrow attacks Elektra Skill Shot roll 16, 2 wounds, Elektra out.
Daredevil attacks Cyclops, blocked. Cyclops attacks Daredevil, Radr Sense roll 7, blocked.
Green Arrow attacks Daredevil Skill Shot roll 7, Radar sense roll 9, blocked. Jean advances and throws Green Arrow into water, no wound.
Green Arrow attacks Jean Skill Shot roll 13, 1 wound. Daredevil attacks Cyclops, whiff.
Magneto removes Magnetic Shield Marker and advances rolling to 12's to throw Daredevil for 1 wound. Jean Engages Green Arrow, blocked.
Jean rolls 15 to throw Green Arrow into water, no wound. Green Arrow Climbs to height, attacks Jean Skill Shot roll 19, 1 wound.
Daredevil engages Green Arrow, 1 wound. Cyclops attacks Daredevil, Radar Sense roll 6, 1 wound.
Magneto advances. Jean engages Magneto and Green Arrow, rolls 18 and 20 to throw Magneto for a wound, then attacks Green Arrow for 2 wounds taking him out.
OM on Green Arrow. Daredevil engages Cyclops, 2 wounds.
Magneto engages Jean rolls a 20 to throw Jean, no wound. Jean advances and attacks Magneto, 3 wounds, out.
Daredevil attacks Cyclops, 2 wounds. Cyclops attacks Jean, 3 wounds, out.
OM on Jean. Punisher Armor Piercing Rocket Daredevil Radar Sense 7, 2 wounds, out.
OM on Jean. Punisher advnaces.
Cyclops Advances. Two-Face advances.
Punisher advnaces. Jonah advances.
Punisher advances and uses Armor Piercing Rocket on Jonah for 2 wounds. Two-Face advances rolls 1 for Flip the Coin.
Punisher disengages and takes 1 wound, and Armor Piercing Rockets Two-Face for 2 wounds. Jonah advances and attacks Punisher, blocked.
Cyclops advances and attacks Two-Face, blocked. Two-Face attacks Punisher, 1 wound, blocked, blocked, then rolls a 4.
Punisher advances and attacks Jonah, 1 wound, blocked, whiff. Jonah moves to height and attacks punisher, whiff.
Jonah engages Punisher, blocked. Punisher disengages Armor Piercing Rocket on Jonah, 1 wound.
Two-Face rolls a 6. Punisher attacks Jonah 2 wounds, out, then turns remaining 2 attacks on Two-Face, blocked.
Two-Face engages Punisher Heads You Live, Tails You Die, rool 6 for punisher, 11 for Two-Face, 1 wound. Cyclops advances and attacks Two-Face, blocked.
Punisher disengages 1 wound and Armor piercing Rocket, whiff. Two-Face attacks Punisher, blocked, rolls a 3.
Punisher attacks Two-Face, 2 wounds, out. OM on Two-Face.
Cyclops advances and Optic Blasts Sniper 5 skulls Vs. 1 shield, out.
Punisher 4 wounds and Cyclops 2. The game went to round 10 turn 3. This battle was all over the map.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes
Map: Hydra Base Gehenna
Units: Arkillo, Colossus, Sub-Mariner, Swamp Thing(1055) Vs. Sinestro, Arkillo, S.C.S. x 4(1080)
Arkillo flies to height. Arkillo eats a S.C.S. and advances.
Colossus advances. Sinestro flies to height and attacks Colossus for 1 wound, and S.C.S. flies to height and attacks Arkillo, 3 wounds.
Namor moved to water. Sinestro attacks Colossus, blocked. S.C.S. attacks Arkillo, 2 wounds, out.
Arkillo advances, and S.C.S. advances and attacks Colossus, blocked. Colossus runs into Shadows.
Arkillo engages Namor and Eviscerates for 2 wounds, blocked, and S.C.S. advances. Colossus engages S.C.S. and attacks, blocked.
Sinestro attacks Colossus, 3 wounds, and S.C.S. attacks Colossus, 2 wounds, out. Swamp thing uses The Green to advance.
Arkillo Eviscerates Namor for 2 wounds, blocked, and S.C.S. attacks Swamp Thing, 3 wounds. Namor attacks Arkillo, 2 wounds.
Sinestro advances and attacks Swamp Thing, blocked. S.C.S. attacks Swamp Thing, blocked. Swamp thing to The Green to heal 1 wound.
Sinestro engages Namor and uses Force of Fear, 2 wounds, out. S.C.S. advances and attacks Swampt Thing, 1 wound.
Sinestro engages Swamp Thing usaes Force of Fear, 1 wound, burns a marker and gives Swamp Thing the final wound taking him out.
Th e game went to round 4 turn 1. Arkillo had 2 wounds and no markers, Sinistro had no wounds and 3 markers, 4 S.C.S. remaining with no wounds, and 4 markers.
Lanterns will probably have the advantage on this map, but show me a map wher they don't.
Overall a great competetive map, and it seems no matter what you run, the battle will cover most of the map.
davidlhsl
January 29th, 2011, 05:00 PM
I've just completed the first army test, but noticed you already have the two tests you need. Would you like me to submit what I already have, or would you like me to continue with the other two?
Hahma
January 29th, 2011, 05:01 PM
From Nilfheimpwns. Thanks. :D
Hydra Base Gehenna Playtest
600 pts.
The Flash and Green Lantern (Hal Jordan) vs. Superman and Batman
5 rounds
Green Lantern wins with 3 wounds
Superman died round 5
Batman died round 1
Flash died round 2
800 pts.
Superman, the Flash, and Venom vs. Darkseid, Abomination, and Black Mask
3 rounds
Darkseid and Black Mask win with no wounds
Flash died round 2 turn 2
Abomination died round 3 turn 2
Venom dies round 4 turn 2
Superman dies round 3 turn 3
1000 pts.
The Flash, Green Lantern (Hal), and Superman vs. Captain America, Silver Surfer, Wolverine, and Daredevil
6 rounds
Daredevil and Captain America win with two wounds on Captain America, none on Daredevil
Green Lantern dies round 4 turn 3
Flash dies round 4 turn 1
Wolverine dies round 5 turn 2
Silver surfer dies round 5 turn 3
Superman dies round 6 turn 3
Comments: the most frequented places were the castle parts, and I found that a really good strategy is to just plop a ranged flyer on one of the highest spaces, and just leave him there. When I played a normal classic ‘scape game, more of the fighting was by the ladders, or off to the sides.
Hahma
January 29th, 2011, 05:08 PM
I've just completed the first army test, but noticed you already have the two tests you need. Would you like me to submit what I already have, or would you like me to continue with the other two?
Well the first one from Longy was just a partial. The one from Hidicul was a full test. You posted your question before I just posted Nilf's report, which kind of tells me the obvious about perching ranged guys on height.
I just got my internet back as my home phone line was out for the past few days and I'm just trying to get caught up with PMs and whatnot.
If you would like to do the other 2 matches, that would be great as it would give a better sense of how the map plays.
I can't remember if you are doing it for design point or just to help out but if you don't mind running the other tests, that would help in making sure this map is a good competitive map.
I'm new at LDing maps, so I'm sorry if I'm not handling the playtest part of it right. :)
davidlhsl
January 29th, 2011, 05:11 PM
I'm new to playtesting as well :) . I did this to help out, not for the design points. There are also selfish reasons, as I wanted to play Namor and a few other units (hee-hee).
I'll continue with the other two tests, which should be ready by Sunday afternoon at the latest.
Hahma
January 29th, 2011, 05:12 PM
Thank you my friend. :thumbsup:
Hahma
January 30th, 2011, 12:03 PM
From David. Thank you so very much for these awesome reports. :D:up:
I've got company coming over soon, so I will read the battle reports in detail later. Thanks again. + Rep
Turns out I wasn’t needed after all, but I did want to give Namor a test drive. Glad to see the maps getting the lovin’!
So here is my report. I won’t use knockback rules except for one battle.
Playtest Report: HYDRA Base Gehenna
davidlhsl
Setup: Very straightforward. Everything seems pretty stable.
Initial impressions: The thing that jumped at me was the view from the start zone where you’re staring at wall. Very imposing. Obvious routes are to the left, with fliers headed to the top. However, the path on the right might allow you to sneak a unit in undetected. I’m a big fan of the path underneath each structure. Good hiding spot. Ladders seem accessible. Let’s play!
Game 1: Flash, Creeper, Hawkgirl, Batman (Terry McGinnis) (750) vs. Sub-Mariner, Punisher, Echo, Daredevil (740)
Round 1: I set up the figures in the middle of the start zones rather than using the forward positions. Flash’s team on left, Sub-Mariner’s team on right. Namor went into the water next to the hill, Punisher approached the wall, keeping behind for cover. Echo is at the forward position of the start zone and is next to Punisher.
Batman and Hawkgirl headed straight to the top of the left structure. Creeper decided to approach along the right to use the building for cover, since he has Stealth Leap to reach the roof if needed.
Round 2: Hawkgirl moves along roof to put herself into Swoop range of Namor. Echo reaches bottom rung of ladder of right structure, Mimics Punisher’s range of 7, and fires on Hawkgirl (0 wounds). Creeper Stealth Leaps up next to Hawkgirl. Punisher moves next to Echo and range 7 of Hawkgirl and fires Assault Rifle (1 wound). Batman moves to rightmost hex of left building and Comlinks for range 5, then attacks Punisher (1 wound). Batman Glides back to the left of the roof.
Round 3: Namor From Out of the Deeps to fly up next to Hawkgirl (2 wounds). Hawkgirl Swoops down to Punisher and attacks +2 dice (3 wounds). Punisher uses his Assault Rifle on Hawkgirl (can’t use Rocket – 0 wounds). Flash zips straight to the right and holds behind right building for cover. Daredevil’s team mates are blocking him, so he pulls back to start zone to have level height on Hawkgirl (0 wounds). Hawkgirl attacks Punisher (K.O.).
Round 4: Namor plunges into water and attacks Hawkgirl (K.O.). Creeper steps along the top of the left structure to the far right of roof. Echo climbs the ladder on the right building to the top and fires at Creeper (2 wounds). Flash moves from behind the building all the way next to Namor for normal attack (4 wounds!), then climbs up higher on the hill next to Namor. Daredevil moves to spot where Flash attacked Namor and fires on Flash (0 wounds). Creeper Stealth Leaps to hill and has height on Namor and Daredevil. Attacks Namor (0 wounds) then heals.
Round 5: Namor holds position in water and attacks Flash with +2 attack (2 wounds). Flash normal attacks Namor (0 wounds). Daredevil moves down into water on other side of the hill next to Creeper for an eventual climb, attacks Creeper (0 wounds). Creeper attacks Namor (1 wound). Echo fires from above on Flash (0 wounds). Flash attacks Namor (0 wounds).
Round 6: Namor stays in water and attacks Flash (0 wounds due to blank – Flash pulls to top of hill). Flash moves down hill with height on Namor and attacks (K.O. – One of our submarines is missing tonight…). Flash then moves into shadow’s protection. Daredevil climbs out of water onto hill and attacks Creeper (2 wounds). Batman Comlinks range and fires on Daredevil below (3 wounds). Echo fires on Creeper below (2 wounds). Batman flies to right building top next to Echo (1 wound to Batman due to Mirrored CS), then Bat Glides to high hex on roof.
Round 7: Flash moves to top of hill with height on Daredevil (K.O. – bad radar!). DD loses turn. Batman flies next to Echo (0 wounds), then glides back to knob on roof. DD loses turn (I was counting on Radar!). Batman repeats, but this time Comlinks +1 attack (1 wound), then back to knob. Echo fires on Batman (0 wounds).
Round 8: Echo moves next to Batman on roof and attacks (0 wounds). Flash moves to top of right building, but can’t reach Echo to attack. Uses +4 move to move next to Echo. Echo Mimics Flash’s attack and attacks Flash (0 wounds w/blank – Flash moves through figures to other side of Batman). Flash then back next to Echo and uses normal attack (Fist Fusillade carries Mirrored CS risk – 1 wound), then to other side of Batman. Echo attacks Batman (0 wounds), and Batman Glides to back side of right roof. Batman Comlinks range and attacks Echo (0 wounds). Flash takes knob that Batman vacated and attacks Echo (1 wound). Echo attacks Flash (0 wounds – blank – holds spot). Flash attacks (K.O. – game over).
Batman (1 wound – roof on right building), Creeper (4 wounds – at hill nearest right start zone), Flash (2 wounds – on knob of roof on right building).
Thoughts: Despite my initial impressions that the left-most path from the start zone was the most preferable, the buildings make pretty darned good approach cover in this game. The shadow spaces are great for ground units that get sniped from the roofs.
Game 2: Superman, Bullseye, Elektra, Hand Ninja x 3 (1000) vs. Lex Luthor, Street Thugs x 4, Two-Face, Martian Manhunter, Huntress (1000). Let’s see how a squad-heavy battle works.
Round 1: Positions both teams more forward this time, though Lex’s team nearly fills the start zone. Ninja passes bond with Elektra, who moves to first ladder rung. Ninjas move towards center around first rock outcrop. Street Thugs bond with Two-Face, who moves behind his closest rock outcrop. Street Thugs from the back move ahead. Bullseye moves around right side of left building to use it for shielding. Thugs bond with Two-Face, who moves towards opening underneath left building (Bullseye is behind wall to the left). Thugs from back of start zone move forward. Ninjas bond with Elektra, who reaches roof of left building. Two Ninjas move forward from start zone to join those entering the center. One likes what one of his fellow Ninjas is doing and enters the shadow space. Martian Manhunter flies forward to roof of right building (forgot to use Directive).
Round 2: Thugs bond with Two-Face, who takes height next to Bullseye and attacks (3 wounds from 4 attacks). Thugs forward closest to hill begin climbing hill. Bullseye enters water (he already has no height on Two-Face) and attacks Two-Face (2 wounds). Thugs bond with Two-Face, who attacks Bullseye (0 wounds/ 1 attack). Two Thugs enter the center and into shadow, one climbs hill (3 on hill), 1 moves from start zone. Ninjas bond with Elektra. Elektra moves along roof to battlement position to fire on Two-Face below (Two-Face is out of LOS from roof hex without battlement – 1 wound). Ninjas in center spring forward and engage Thugs in shadow (2 killed). Martian Manhunter moves to edge of roof to fire on Ninja below (0 killed). Huntress/Two-Face opt not to move with Telepathic Directive, and Lex is out of range (he wants to move!). Bullseye climbs level with Two-Face and attacks (K.O.).
Round 3: Ninjas bond Elektra, who starts to climb down ladder closest to center. Ninjas advance in center, with one taking height on Thug (0 killed). Martian Manhunter flies from right building to left on roof right over Elektra’s ladder and attacks (3 wounds). Opts not to use T.Directive. Bullseye stays on mound on left side and fires across to Thug on hill (1 killed). Huntress moves to 2 spaces from Ninja and fires Crossbow (1 killed). Superman flies to knob on roof of left building (he’s really the only one who has a chance of taking down Martian). Two Thugs move in front of left building to fire on Bullseye (0 wounds), and two fire on Ninjas (2 killed).
Round 4: Martian fires on Elektra on ladder (K.O.). Two Ninjas in start zone move to center, while third in center retreats to shadow space behind big boulder. Martian moves to battlement to fire on Bullseye below (K.O.). Superman moves on roof to attack Martian (3 wounds). Huntress moves at base of hill, and fires Crossbow on distant Ninja in range (0 killed). Superman attacks Martian (2 wounds). Martian attacks Superman (0 wounds). Superman attacks Martian (K.O.). Huntress moves directly to center and fires her Crossbow up at Superman on the roof (bold! – 1 wound). Superman flies down next to Huntress and attacks (2 wounds Huntress, 3 wounds Superman Ruthless CS). Huntress moves under overhang in left building, breaks engagement with Superman (1 wound) and fires Crossbow on Superman (1 wound). Superman moves next to Huntress and attacks (K.O.).
Round 5: Superman flies to knob on roof on left building. Lex moves from start zone next to water to right of hill. Ninja in start zone uses building for cover, while two in center move to opening between buildings to attack Thugs (2 killed). Thugs attack Ninjas at hill (2 killed). Ninjas group around space under overhang of left building. Lex moves to opening between buildings and fires at range on a Ninja near space under overhang. This triggers Superman’s Heroic Duty, and Superman flies down next to Ninja (0 wounds).
Round 6: Superman flies back to start zone to avoid Lex. Lex climbs to 3-hex space near edge of map and fires on Ninja under overhang (1 killed). Ninjas opt to regroup in center of map. Two move to shadow on left side and one moves from start zone towards opening between buildings (I see now I should start naming map locations – this is a chore.). Lex can’t leave LOS with Thugs, so steps towards hill. Ninja outside center area enters and joins fellow Ninjas on shadow spaces. Lex moves up hill, preferring to let Superman’s team come to him.
Round 7: One Thug climbs hill, one climbs up ladder on right building for height, and two move near opening between buildings. Ninjas charge forward and attack Thugs (2 killed – one being the one on the ladder). One Thug moves from start zone towards right building, and Thugs fire on Ninjas (3 killed – all K.O.). Ninjas lose turn. Thugs from start zone (there are a bunch of these) move to the left in low area next to start zone. Superman flies to knob on roof of left building.
Round 8: Thugs at hill climb to topmost spaces. Superman flies down to hill and attacks Thug. Since all of this is going to simply be a battle of attrition with little movement, I’ll simply tally the casualties for each round. 2 Thugs killed.
Round 9: 3 Thugs killed.
Round 10: 3 Thugs killed. Two Thugs climbed ladder on right building for height, and Superman flew over to attack.
Round 11: Final Thug taken out, and Lex knocked out in one punch.
Superman sole survivor with 5 wounds.
Thoughts: This battle took place around the outside of the building and at the space under the overhang. Center served as a staging area except for some Thug vs Ninja matchups. Shadow spaces are a double edged sword. They offer some protection from sniping, but the lower elevation puts you at risk from melee attacks. Close battle.
Game 3: Knockback rules. Thor, Wolverine, Colossus (970) vs Magneto, Darkseid, Deadpool (975)
I’m going to experiment with my map location descriptions. Imagine the map set on a table where the start zones are to the left and right. I will identify directions as left, right, front, and back. Here are terms to mark map areas where locations may not be self-evident:
Terms
Hill: Those height spaces at the front and back of the map.
Roof Knob: Single-hex height space on roofs
Center: Spaces between and within buildings
Gap: Spaces between buildings along the outside
Entrance: The openings in the buildings with the roof overhead
Round 1: Magneto flies to Roof Knob on right Building. Wolverine approaches left Gap. Darkseid flies to base of ladder at right Gap (with range of 4 and plan to reach roof of left building, no need to waste turn taking position on right Roof. Colossus moves next to Wolverine near left ladder. Darkseid flies to right-most Roof hex of left Building. Thor flies to left Roof Knob and uses Mjolnir on Darkseid (0 wounds).
Round 2: Darkseid moves next to left Roof Knob and Thor, normal attack (2 wounds, 0 knockback). Thor holds at left Roof Knob and normal attack on Darkseid (0 wounds, 0 knockback). Magneto moves to left-most hex of Roof on right Building and attacks Colossus below (0 wounds). Wolverine steps into left Shadow area. Darkside on left Roof attacks Thor (0 wounds, 0 knockback). Colossus steps into Center next to Wolverine and Fastballs Wolverine onto Roof of right Building next to Magneto (1 wound on Magneto).
Round 3: Thor on left Roof Knob normal attacks Darkseid (3 wounds, 0 knockback). Magneto on right Roof normal attacks Wolverine (0 wounds, 0 knockback). Wolverine on right Roof moves around Magneto to avoid knockback from roof and attacks (0 wounds). Darkseid on left Roof attacks Thor (3 wounds, 0 knockback). Wolverine on right Roof attacks Magneto (0 wounds). Darkseid on right Roof attacks Thor (1 wound, 2 knockback spaces off roof, 0 falling damage).
Round 4: Thor flies to left Roof Knob next to Darkseid and battlement (no real option to avoid knockback damage or knockback off roof; needs height to negate Imposing Presence). Normal attack on Darkseid (Battle of Titans: 4 wounds for the K.O.). Magneto on right Roof attacks Wolverine (2 wounds, 1 knockback space on Roof). Wolverine moves back and attacks Magneto (1 wound, 0 wounds, 1 wound – I’ll point out that Magneto has kept his Magnetic Shield, . Wolverine heals 1). Magneto on right Roof attacks Wolverine (1 wound, 0 knockback). Wolverine attacks Magneto (0+0+1 wound – K.O., Wolverine heals 1 + 1 for X Marker). Darkseid loses turn.
Round 5: Deadpool moves to right Gap and fires on Colossus in Center (2+0 wounds). Wolverine climbs down right Center ladder and is mid-way. Deadpool holds position at front Gap and fires on Colossus (0+0 wounds). Wolverine climbs down and moves in Center towards Deadpool. Deadpool climbs to top of front Hill and fires on Wolverine (2+2 wounds). Colossus in Center moves into right Shadow next to Wolverine and Fastballs Wolverine to top of front Hill next to Wolverine (0 wounds). Wolverine Heals 1 with X Order Marker.
Round 6: Deadpool moves to front-most Hill space and attacks Wolverine (2+0 wounds – Deadpool is a skull machine!). Wolverine attacks Deadpool (0+2+0 wounds, Wolverine heals 1). Deadpool vs Wolverine (0+2 wounds = K.O.!, Deadpool heals 1). Wolverine loses turn. Deadpool fires on Colossus in Center shadow space (0+0 wounds, Deadpool heals 1). Thor moves to rightmost Roof of left Building and fires Mjolnir on Deadpool (0 wounds).
Round 7: Thor flies down to front Hill top next to Deadpool and attacks (2 wounds – Deadpool is in position at map edge to avoid knockback). Deadpool attacks Thor (0+0 wounds, heals 1). Thor attacks Deadpool (3 wounds). Deadpool attacks Thor (1+3 wounds = K.O.! Heals 1). Colossus charges from Center up front Hill. Deadpool fires on Colossus below (0+0 wounds, heals 1+1 for X).
Round 8: Deadpool fires on Colossus (3+0 wounds, heals 1). Colossus reaches top of Hill and attacks (0 wounds). Deadpool attacks (0+0 wounds, heals 1 wound). Colossus attacks (1 wound). Deadpool attacks (0+0, heals 1). Colossus attacks (0 wounds).
Round 9: Colossus (1 w), Deadpool (0+0), Colossus (0), Deadpool (0+0), Colossus (3), Deadpool (0+0, heals 1+1)
Round 10 (the SUSPENSE!!!): Colossus (2 w), Deadpool (0+1 = K.O.)
Deadpool wins with 3 wounds (which would have healed to 2).
Thoughts: Besides that epic battle? Knockback makes the roof risky. Nothing to really add to comments I’ve already posted in the other battles.
Final Comments: Three close battles (with the latter two being VERY close) attest to the map’s balance. Map looks great, and rooftops are accessible. The Knobs on the roof do play a vital role on rooftop battles, but are placed in positions vulnerable to knockback. The Hills tend to pull the action to the outside of the map when off the rooftops.
The battlements make the areas in front risky, but that approach route is also useful for using the building as cover when approaching. So there is a tough decision to make when approaching from the start zone along the right.
Ladders are in perfect positions. The ladders at the Gaps allow roof access to non-fliers, and Center ladders puts the Center into play.
Center tends to be more of a staging area, though there are battles when in mid-approach. Shadow spaces played a significant role in the battles.
Only idea to toss out: Perhaps if you replace the 4-hex rock outcrops with height spaces, you would pull more action into the center. A ranged unit on the roof can simply reposition along the roof anyways to fire below. Downside to idea is that there >is< some LOS protection, and it might overcompensate by removing the action near the hills, which I kinda like. Unless there is some compelling reason why that idea would be better, I would keep the map as is. But I sometimes like to toss out what-if ideas. Oh, and it’s also because I don’t have any other ideas :grin: .
davidlhsl
January 30th, 2011, 01:55 PM
Please ignore part about Thor checking for falling damage. I didn't realize that until later. :lol:
davidlhsl
January 30th, 2011, 02:19 PM
And here's a photo for the scrapbook:
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/HYDRAbase.jpg
IAmBatman
January 30th, 2011, 02:55 PM
Gotta love the picture of Anti-Monitor in the background! :-P
Hahma
January 31st, 2011, 07:09 AM
Thanks for the picture David, very cool 8)
On that note, I Propose HYDRA Base Gehenna move to Final Editing Phase.
A3n
January 31st, 2011, 07:18 AM
You got my Yea.
Griffin
January 31st, 2011, 07:33 AM
Yea
johnny139
January 31st, 2011, 02:44 PM
Yea sounds good to me.
Hahma
February 1st, 2011, 06:55 AM
I know it's after the fact, but since Longy went through the trouble to test the map (which is greatly appreciated), I wanted to submit the remainder of his test that he just pm'd me.
Sorry I couldn't get this back to you sooner but I was out of town this weekend. Here is the full test.
Rd1. Kyle & Guy to height, Hal to glyph (not usable in game). Hulk to glyph (move +2), Spidey to ladder, Silver on height across from Lanterns, S. Girl towards glyph, Thor to shadow. Guy puts 1 wound on hulk from height. Kyle blocks even height attack from Silver & lower attack from Mojnilner?.
Rd2. Hulk leaps to height causing Kyle to burn battery. Silver from across the castle tops 1 wounds kyle. Hal to top but Hulk blocks.
Rd3. Hulk 1 wounds Kyle. SS from across denied. Jonathan flys to to & 4 wounds hulk. Thor flies up and 1 wound to Jon. Ice moves to center & puts 1wound up on Kyle. Jon summons Construct.
Rd4. Construct 1 wounds Thor, Hulk blocks. Spidey moves to shadow & webs up at Guy who whiffs for 1 wound. Hulks 9 skull roll deflected back at Hulk for 1 wound by Jon. Guy kills Hulk. Ice moves to +2 move glyph & fails from below to wound Construct. Guy flies across top and attacks SS, over extends for wound dealing 3 wounds. S. Girl swings to top level.
Rd5. Guy kills SS. Thor 1 wounds Hal. Bobby kills Construct. Thor blocks Hals attack & his mjolner attack blocked by all. Jon blocks Spidey. Guy 1 wounds S. Girl. Thors mjorlner blocked again.
Rd6. Thru Rd10 where the girls win :grin: with 2 life Thor, 1 life Spidey, and 1 life S. Girl, thanks in large part to S. Girls lock down going 5 for 5 were all battled on the castle top. (I can send rest of test but it is really not telling of the map).
Final Thoughts: Nice looking map and I did like the caverns & in a ground battle these hiding spots would see play. Knockback would have added a bunch to this game (but I haven't gotten that far with my youngest yet) and should be required for this map as being up top could then pose some risks. I still like the idea of widening the center area so it is 6 or 7 spaces across as this would result in more play in the center as figures with med.to short range would need to cross to attack. All in all a well designed and fun map to play. Thank you.
Hahma
February 6th, 2011, 11:44 PM
This passes or passed to Final Editing a while ago.
Hidicul
February 6th, 2011, 11:46 PM
I'm glad to hear it. Longy already has this built for the tournament, and I was really hopeing to see this released before hand incase of any changes that might happen. It's a great map and I can't wait to play on it again.
Hahma
February 7th, 2011, 07:09 AM
Thanks Hidicul, I'm glad you like it and hope it goes well at the tourney :D
Now I just need the Art Department to make a fancy "official" PDF for this and it will be done. Though I don't see anything changing to the map for that process, so it should be fine for tourney play as it is now.
Griffin
February 7th, 2011, 08:47 AM
Hidicul, it is your Tourney, have whatever map you want. :D
I was thinking of building something special for my upcoming tournament just to throw people off a bit. :twisted:
Hidicul
February 7th, 2011, 02:20 PM
Hidicul, it is your Tourney, have whatever map you want. :D
I was thinking of building something special for my upcoming tournament just to throw people off a bit. :twisted:
Gee Griff, I can't imagine you doing anything like that :roll: :lol: I would rather have the map the way it gets approved from you guys instead of using an old version of it, but like Hambone said, at this point I don't see you guys changing anything about it. Great job on your first Map Dept. map Hamha
tcglkn
February 7th, 2011, 02:23 PM
I was thinking of building something special for my upcoming tournament just to throw people off a bit. :twisted:
:ponder: Good thing I am flexible.
Good Pig
February 24th, 2011, 10:36 PM
When's this sucker gonna be finalized? :)
Hahma
February 24th, 2011, 10:39 PM
Well I wasn't going to for any extra work from the art department until after the FF4 set was released. I think it just needs a PDF.
Why, have you gotten to the part in Secret Warriors with this base? ;)
Good Pig
February 24th, 2011, 10:40 PM
I wonder how tough that is to do. :ponder: I don't know the process, but maybe I could help out.
tcglkn
February 24th, 2011, 10:42 PM
I wonder how tough that is to do. :ponder: I don't know the process, but maybe I could help out.
A3n posted it somewhere around here. I'd help but I can't get VirtualScape on my computer. :evil:
EDIT: Found the post (http://www.heroscapers.com/community/showpost.php?p=1294349&postcount=35).
Good Pig
February 24th, 2011, 10:49 PM
Poop. I don't have InDesign. I have the Adobe Web Collection.
Hahma
February 24th, 2011, 10:54 PM
Poop. I don't have InDesign. I have the Adobe Web Collection.
I appreciate the effort fellas, buy whenever A3n can get to it would be cool, though I'll be stoked to see it in the pretty PDF format. :D
IAmBatman
February 24th, 2011, 11:01 PM
It'd definitely be something good for all the Art Department guys to learn how to do.
Hahma
February 24th, 2011, 11:06 PM
It'd definitely be something good for all the Art Department guys to learn how to do.
Well learning how to do and having the right programs might be two different things. I don't know anything about how they do their work or what kind of investment would be required for certain programs. If it's something that can be downloaded or whatever and pretty simple (for them:)) then I agree that it would behoove the group to get more people proficient with the process. :D
IAmBatman
February 24th, 2011, 11:08 PM
I got :ninja:'d pretty hardcore on that post. :-P But my sentiment stands.
tcglkn
February 24th, 2011, 11:10 PM
InDesign ain't cheap. And I'd have to get a new computer for VS to work. :?
Hahma
February 24th, 2011, 11:11 PM
I got :ninja:'d pretty hardcore on that post. :-P But my sentiment stands.
Hardcore ninja'd? :p
I agree with your sentiment, but me being dumb in the Art Department ways and means of doing their magic, have no idea of the logistics of such sentiment. But it would be cool :D
Hahma
February 24th, 2011, 11:12 PM
InDesign ain't cheap. And I'd have to get a new computer for VS to work. :?
And the problem is.................?:p
tcglkn
February 24th, 2011, 11:12 PM
InDesign ain't cheap. And I'd have to get a new computer for VS to work. :?
And the problem is.................?:p
Money. :lol: I don't have a money tree.
Hahma
February 24th, 2011, 11:13 PM
InDesign ain't cheap. And I'd have to get a new computer for VS to work. :?
And the problem is.................?:p
Money. :lol: I don't have a money tree.
Ahh...well then that is a problem. :D
tcglkn
February 24th, 2011, 11:20 PM
If you guys paid me more... ;)
Hahma
February 24th, 2011, 11:34 PM
Well, just as soon as I get on the payroll, I'll put in a good word for you Tickle to get on the payroll too. :D
A3n
February 25th, 2011, 12:03 AM
If you guys paid me more... ;)
If you got a real pc rather than a crapple, you'd be fine. :D
Griffin
March 22nd, 2011, 11:49 AM
So we need a PDF here please, and this beautiful map will be ready for one last build, and then completion. :D
A3n
March 22nd, 2011, 04:47 PM
So we need a PDF here please, and this beautiful map will be ready for one last build, and then completion. :D
Except that I don't know where the VirtualScape file is. The link in the OP goes to a PDF. :?
Cheers
Hidicul
March 22nd, 2011, 04:55 PM
I could make the VS version and upload it through Mediafire if you want.
Hahma
March 22nd, 2011, 05:30 PM
Here (http://www.heroscapers.com/community/downloads.php?do=file&id=3128) is a link to a Virtualscape version for you A3n. :D
tcglkn
March 22nd, 2011, 05:34 PM
I love how Hidicul was acting like you were dead and couldn't post a VS file. :p
Hidicul
March 22nd, 2011, 05:35 PM
Here (http://www.heroscapers.com/community/downloads.php?do=file&id=3128) is a link to a Virtualscape version for you A3n. :D
Man and I was half way done with it :lol: Well it at least saved me some time ;)
I love how Hidicul was acting like you were dead and couldn't post a VS file. :razz:
No just not sure when he'd be on. Now that he retired I've seen him around even a fraction of what it used to be, so I was just trying to help get the Map Dept. going again.
Hahma
March 22nd, 2011, 05:50 PM
Here (http://www.heroscapers.com/community/downloads.php?do=file&id=3128) is a link to a Virtualscape version for you A3n. :D
Man and I was half way done with it :lol: Well it at least saved me some time ;)
I love how Hidicul was acting like you were dead and couldn't post a VS file. :razz:
No just not sure when he'd be on. Now that he retired I've seen him around even a fraction of what it used to be, so I was just trying to help get the Map Dept. going again.
I appreciate it Hidicul, thanks a lot for the effort. I saw Griff (thanks Griff) bump this earlier today but that was the last post at the time and I had gotten home to find a couple more posts but didn't know you'd work on it so fast. I was hoping to save you the time but you are too quick. :D
Had I known I needed a Virtualscape version to get a pdf when this passed to final editing a month and a half ago, I would have had the VS version up already. I know A3n was busy with the FF4 set and didn't want to be a pest, and I really didn't want to PM him about it after the FF4 set was done as I know how he loves PMs :p
Hidicul
March 22nd, 2011, 05:56 PM
Yeap, the only time I send A3n a PM is if I have to send one to the all the Heroes. Otherwise I figure it best to leave sleeping bears lie :razz:
Like I said it makes it easier on me to have you get it up. I was splitting my time between working on the VS file and painting something up for Griff.
Hahma
March 22nd, 2011, 06:00 PM
Like I said it makes it easier on me to have you get it up.
You know Hidicul, that doesn't sound so good. :shock::p
Hidicul
March 22nd, 2011, 06:04 PM
Like I said it makes it easier on me to have you get it up.
You know Hidicul, that doesn't sound so good. :shock::p
How Spidey of you Hahma :lol:
Griffin
March 22nd, 2011, 06:21 PM
Painting something for me? :ponder:
A3n
March 22nd, 2011, 06:30 PM
Here (http://www.heroscapers.com/community/downloads.php?do=file&id=3128) is a link to a Virtualscape version for you A3n. :D
Man and I was half way done with it :lol: Well it at least saved me some time ;)
I love how Hidicul was acting like you were dead and couldn't post a VS file. :razz:
No just not sure when he'd be on. Now that he retired I've seen him around even a fraction of what it used to be, so I was just trying to help get the Map Dept. going again.
I appreciate it Hidicul, thanks a lot for the effort. I saw Griff (thanks Griff) bump this earlier today but that was the last post at the time and I had gotten home to find a couple more posts but didn't know you'd work on it so fast. I was hoping to save you the time but you are too quick. :D
Had I known I needed a Virtualscape version to get a pdf when this passed to final editing a month and a half ago, I would have had the VS version up already. I know A3n was busy with the FF4 set and didn't want to be a pest, and I really didn't want to PM him about it after the FF4 set was done as I know how he loves PMs :p
Right up to a week ago I was remembering that I still had to do this but I kept putting on the bottom of my things todo. then last week was a total write off being away on a course & it came to the weekend I forgot everything. I should be able to get to this tonight.
Did you quit the map group also? We aren't as active or pushy as that other C3G mob, maybe you can continue with us :D.
Cheers
Hahma
March 23rd, 2011, 07:04 AM
Did you quit the map group also? We aren't as active or pushy as that other C3G mob, maybe you can continue with us :D.
Cheers
I can maybe give it a try. It's not too much over here really so I should be able to manage. I didn't formally quit this group as I just couldn't handle the Hero responsibilities any longer and this is something different over here.
Griffin
March 23rd, 2011, 07:17 AM
Hahma, you are hereby added back to the Map group. :)
A3n
March 23rd, 2011, 08:11 AM
Hahma, you are hereby added back to the Map group. :)
:thumbsup: Excellent work here.
& the PDF is up in the OP.
Cheers
Hahma
March 23rd, 2011, 09:19 AM
Hahma, you are hereby added back to the Map group. :)
Thank you sir :D
Hahma, you are hereby added back to the Map group. :)
:thumbsup: Excellent work here.
& the PDF is up in the OP.
Cheers
Thanks A3n, it looks great :up:
davidlhsl
March 23rd, 2011, 07:51 PM
Map built from PDF and looks great.
One thing to look at: take a look at the battlements on both buildings on Level 13. Not sure if this is a VS issue, but there appears to be a gap in the upper right set due to two battlements overwriting the line. The two battlements are there if you look real closely, but these may be missed by someone. Could be VS, an issue with my printer, or even my computer, so it'd be nice to have another set of eyes.
Again, very nice job!
Hidicul
March 23rd, 2011, 07:56 PM
Map built from PDF and looks great.
One thing to look at: take a look at the battlements on both buildings on Level 13. Not sure if this is a VS issue, but there appears to be a gap in the upper right set due to two battlements overwriting the line. The two battlements are there if you look real closely, but these may be missed by someone. Could be VS, an issue with my printer, or even my computer, so it'd be nice to have another set of eyes.
Again, very nice job!
I'm looking at the PDF right now, and from what I can see, it looks like there are 2 battlements in one spot, third one from the right. Hahma I think you or A3n need to double check the VS file at level 13 to make sure it's right. Good catch David.
EDIT: Dang I need to rep more people.
davidlhsl
March 23rd, 2011, 07:58 PM
Clarification: the lower left building is fine. I'm only noting that for comparison purposes.
Hahma
March 23rd, 2011, 08:16 PM
Map built from PDF and looks great.
One thing to look at: take a look at the battlements on both buildings on Level 13. Not sure if this is a VS issue, but there appears to be a gap in the upper right set due to two battlements overwriting the line. The two battlements are there if you look real closely, but these may be missed by someone. Could be VS, an issue with my printer, or even my computer, so it'd be nice to have another set of eyes.
Again, very nice job!
Thanks a ton David for taking the time to build this. I'm glad you like it and thanks for pointing that out about the battlements. :thumbsup:
Map built from PDF and looks great.
One thing to look at: take a look at the battlements on both buildings on Level 13. Not sure if this is a VS issue, but there appears to be a gap in the upper right set due to two battlements overwriting the line. The two battlements are there if you look real closely, but these may be missed by someone. Could be VS, an issue with my printer, or even my computer, so it'd be nice to have another set of eyes.
Again, very nice job!
I'm looking at the PDF right now, and from what I can see, it looks like there are 2 battlements in one spot, third one from the right. Hahma I think you or A3n need to double check the VS file at level 13 to make sure it's right. Good catch David.
EDIT: Dang I need to rep more people.
I just went back and updated the Virtualscape file. I had all kinds of battlement issues on that one building for some reason. I got rid of the extras and it should be right now.
Thanks for checking this out Hidicul :D
Wish I had rep to give you guys. I have to spread some around first though. :(
When you get time A3n, could you please update the pdf with the fixed VS file (I added it back to the OP). Sorry about the trouble, I don't know how it got screwed up in VS and when I had made a pdf of it in the download section, I had taken it from the VS file and no one that has downloaded it has mentioned the battlement issue before. Thanks again. :D
A3n
March 23rd, 2011, 08:26 PM
Map built from PDF and looks great.
One thing to look at: take a look at the battlements on both buildings on Level 13. Not sure if this is a VS issue, but there appears to be a gap in the upper right set due to two battlements overwriting the line. The two battlements are there if you look real closely, but these may be missed by someone. Could be VS, an issue with my printer, or even my computer, so it'd be nice to have another set of eyes.
Again, very nice job!
Thanks a ton David for taking the time to build this. I'm glad you like it and thanks for pointing that out about the battlements. :thumbsup:
Map built from PDF and looks great.
One thing to look at: take a look at the battlements on both buildings on Level 13. Not sure if this is a VS issue, but there appears to be a gap in the upper right set due to two battlements overwriting the line. The two battlements are there if you look real closely, but these may be missed by someone. Could be VS, an issue with my printer, or even my computer, so it'd be nice to have another set of eyes.
Again, very nice job!
I'm looking at the PDF right now, and from what I can see, it looks like there are 2 battlements in one spot, third one from the right. Hahma I think you or A3n need to double check the VS file at level 13 to make sure it's right. Good catch David.
EDIT: Dang I need to rep more people.
I just went back and updated the Virtualscape file. I had all kinds of battlement issues on that one building for some reason. I got rid of the extras and it should be right now.
Thanks for checking this out Hidicul :D
Wish I had rep to give you guys. I have to spread some around first though. :(
When you get time A3n, could you please update the pdf with the fixed VS file (I added it back to the OP). Sorry about the trouble, I don't know how it got screwed up in VS and when I had made a pdf of it in the download section, I had taken it from the VS file and no one that has downloaded it has mentioned the battlement issue before. Thanks again. :D
I don't suppose you fixed the ladders that have been put inside the castle walls? I fixed them myself when I did the PDF up but if I have to do it again I would prefer it if they were correct to begin with :D.
Cheers
Hahma
March 23rd, 2011, 08:28 PM
I don't suppose you fixed the ladders that have been put inside the castle walls? I fixed them myself when I did the PDF up but if I have to do it again I would prefer it if they were correct to begin with :D.
Cheers
No, I didn't notice that. :x I'll get it fixed and I'll post again to let you know. Thanks for fixing it though the first time. :D
Hahma
March 23rd, 2011, 08:42 PM
Okay A3n, I fixed the ladders just now. They were just the outside ones near the startzones that were messed up. Hopefully this is it. :D
Hidicul
March 23rd, 2011, 09:01 PM
I don't know if it matters, but the two inside sets of ladders start on the bases instead of on the walls. Other then that I don't see any problems with the VS file now.
Hahma
March 23rd, 2011, 09:24 PM
I don't know if it matters, but the two inside sets of ladders start on the bases instead of on the walls. Other then that I don't see any problems with the VS file now.
I don't know Hidicul, I just checked it a few more times and the inside ones look right with my old eyes. :grandfather: But they do start on the base of the castle wall as opposed to the outside ones because the outside ones have a single hex piece at the bottom of the ladder, so the ladder starts higher up the wall than the inside ones. I checked them in 2D and 3D version and rotated it and didn't see any wiggle in the ladder line.
I don't know which ladders A3n fixed, but the ones that stood out to me upon closer review were the outside ones. So hopefully he'll let us know if I finally got it right. :D
A3n
March 23rd, 2011, 09:39 PM
I don't know if it matters, but the two inside sets of ladders start on the bases instead of on the walls. Other then that I don't see any problems with the VS file now.
I don't know Hidicul, I just checked it a few more times and the inside ones look right with my old eyes. :grandfather: But they do start on the base of the castle wall as opposed to the outside ones because the outside ones have a single hex piece at the bottom of the ladder, so the ladder starts higher up the wall than the inside ones. I checked them in 2D and 3D version and rotated it and didn't see any wiggle in the ladder line.
I don't know which ladders A3n fixed, but the ones that stood out to me upon closer review were the outside ones. So hopefully he'll let us know if I finally got it right. :D
yeah it was the outside ones I was referring to. I'm at work now so I can't review the hsc nor amend the pdf but should do so tonight.
Cheers
Hahma
March 23rd, 2011, 09:47 PM
I don't know if it matters, but the two inside sets of ladders start on the bases instead of on the walls. Other then that I don't see any problems with the VS file now.
I don't know Hidicul, I just checked it a few more times and the inside ones look right with my old eyes. :grandfather: But they do start on the base of the castle wall as opposed to the outside ones because the outside ones have a single hex piece at the bottom of the ladder, so the ladder starts higher up the wall than the inside ones. I checked them in 2D and 3D version and rotated it and didn't see any wiggle in the ladder line.
I don't know which ladders A3n fixed, but the ones that stood out to me upon closer review were the outside ones. So hopefully he'll let us know if I finally got it right. :D
yeah it was the outside ones I was referring to. I'm at work now so I can't review the hsc nor amend the pdf but should do so tonight.
Cheers
Thanks you sir, you R the bestest :D
A3n
March 24th, 2011, 08:19 PM
PDF Updated.
Cheers
Hahma
March 24th, 2011, 11:16 PM
Thanks A3n. Looks perfect as usual :thumbsup:
Hidicul
March 25th, 2011, 01:08 AM
I don't know if it matters, but the two inside sets of ladders start on the bases instead of on the walls. Other then that I don't see any problems with the VS file now.
I don't know Hidicul, I just checked it a few more times and the inside ones look right with my old eyes. :grandfather: But they do start on the base of the castle wall as opposed to the outside ones because the outside ones have a single hex piece at the bottom of the ladder, so the ladder starts higher up the wall than the inside ones. I checked them in 2D and 3D version and rotated it and didn't see any wiggle in the ladder line.
I don't know which ladders A3n fixed, but the ones that stood out to me upon closer review were the outside ones. So hopefully he'll let us know if I finally got it right. :D
yeah it was the outside ones I was referring to. I'm at work now so I can't review the hsc nor amend the pdf but should do so tonight.
Cheers
Thanks you sir, you R the bestest :D
Man and I thought my grammer and spelling were bad ;) So is this about ready to be voted into release? I can't wait to have this one open for playtesting.
Hahma
March 25th, 2011, 09:54 AM
So is this about ready to be voted into release? I can't wait to have this one open for playtesting.
Well since Davidlhsl built the map using the PDF and the only thing he found wrong was the battlement that has since been fixed, and the PDF has been updated, I propose this map to be released. :D
Griffin
March 25th, 2011, 02:51 PM
Yesh.
johnny139
March 25th, 2011, 02:56 PM
Looks good to me. It'll be nice to have another competitive map I can actually build around here! Yea for sure.
A3n
March 25th, 2011, 07:14 PM
Hell Yea
Hahma
March 25th, 2011, 07:28 PM
Just need Taeblewalker and we're good to go. :D
Taeblewalker
March 26th, 2011, 10:00 AM
Yea!
Hahma
March 26th, 2011, 10:04 AM
Thank you Taeblewalker:)
The HYDRA Base Gehennamap passes to become released as a competitive map. :excited:
Thanks to everyone involved in helping this one go through the process. :up:
IAmBatman
September 16th, 2012, 11:40 AM
The jpeg here is still hosted by Hidden Dragon - GO's server. Should we be looking to move it?
A3n
September 16th, 2012, 05:18 PM
Fixed :up:.
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