View Full Version : The Book of Sewer Labyrinth
Good Pig
June 25th, 2011, 02:35 PM
The Book of Sewer Labyrinth Map
A C3G Competitive Map
http://c3ggames.com/C3G/released/maps/C3G_SewerLabyrinth.png
Download the PDF File (http://c3ggames.com/C3G/released/maps/C3G-MAP_SewerLabyrinth.pdf)
SETUP:
1x Swarm of the Marro, 1x FotA, 1x Marvel Master Set
SPECIAL RULES:
Overhead Street
Figures cannot use any special power to pass over a column.
MAP BIO: For centuries now the sewers have been growing, a new wing here, another tunnel there. Once just a simple system of brick and stone, years of development and destruction have turned it into a navigational nightmare, one buried and forgotten deep beneath the city streets. Maintenance workers don't dare venture into these tunnels: urban legend holds that there's far worse than simple alligators hiding in the muck...
_________________________________________________________________
-Rulings and Clarifications-
N/A-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
Initial playtest Good Pig (http://www.heroscapers.com/community/showpost.php?p=1444617&postcount=54)
Second playtest Margloth (http://www.heroscapers.com/community/showpost.php?p=1454797&postcount=55)
Post playtest changes:
Third playtest Good Pig (http://www.heroscapers.com/community/showpost.php?p=1497045&postcount=76)
Fourth playtest Johnny (http://www.heroscapers.com/community/showpost.php?p=1497258&postcount=78)
quozl
June 25th, 2011, 02:38 PM
It looks really nice. To get those center outside areas used, I'd try out some glyphs there. Not too powerful though as then all the action goes there.
Good Pig
June 25th, 2011, 02:53 PM
Cool. :) Maybe toss a few of the F4 glyphs in. Experimental Medicine and Cosmic Shielding.
davidlhsl
June 25th, 2011, 03:01 PM
As soon as I finish with the Sewer Entrance map build, I'll build this, then TW's map. This is one I think would best be examined from the actual build.
Based on the maps I've seen in Rychean's contest, these type of uncapped pillar maps may start making a larger presence in the tourny scene.
Griffin
June 25th, 2011, 04:22 PM
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
A3n
June 25th, 2011, 05:49 PM
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map :shrug:.
Looks good to me GP :up:.
Cheers
Good Pig
June 25th, 2011, 11:24 PM
I can add the next row of tiles up from the start zone on to it and that would get it up to 21. I'm sure I have a few spare pieces I could tack on as well if needed.
Thanks guys. :)
Griffin
June 25th, 2011, 11:29 PM
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map :shrug:.
Looks good to me GP :up:.
Cheers
Yes, but 24 start zones is what I like. ;)
Margloth
June 26th, 2011, 07:22 AM
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map :shrug:.
Looks good to me GP :up:.
Cheers
Yes, but 24 start zones is what I like. ;)
Especially any map that should be the natural habitat of MOLE PEOPLE!
Good Pig
June 26th, 2011, 09:58 AM
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map :shrug:.
Looks good to me GP :up:.
Cheers
Yes, but 24 start zones is what I like. ;)
Especially any map that should be the natural habitat of MOLE PEOPLE!
Or penguins with machine guns :johnwoo2:
Taeblewalker
June 26th, 2011, 11:02 AM
I would specify that figures cannot fly over the pillars, since the street level is directly above.
Good Pig
July 3rd, 2011, 09:48 AM
I would specify that figures cannot fly over the pillars, since the street level is directly above.
Good call. Would this be considered a "special rule" for the map?
davidlhsl
July 3rd, 2011, 11:20 AM
I know you'll probably make some modifications, but I wanted to set this up to see how it looks on the table. Here are the pictures:
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL001.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL002.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL003.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL004.jpg
With the columns providing cover, I'm not sure if you really need glyphs to get action around the map. I found when playing the Gehenna Base map that the structures provided perfect cover for an approach to the right of the start zone, whereas I thought that figures would only want to move to the left to get to the center.
I don't know if this would be better, but one experiment you might try is to reposition two of the column structures where they are near perpendicular to some of the others. That is mentioned here:
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL005.jpg
It might shield the flanking approaches.
Another idea is to place some more battlements in the high spots near the center. This would give people destructible objects to toss, if desired. Currently, you'd have to just chuck the ones near the start zones ahead and hope they don't crumble.
Finally, the Sewer Entrance had a map rule that stated figures in the sewer can't fly due to low ceilings. Here, I think Taeblewalker's special rule prohibiting flying over the columns is good. However, if you prevent flying altogether, that might disqualify the map if you were hoping to make it a competitive map. If you were aiming for casual, then you can select whichever option you prefer. There are plenty of flying creatures in dungeon crawls, so I don't see any reason why you couldn't let figures fly on this (except for over columns due to those walls connecting to the suggested ceiling). This could simply be a very large sewer.
Those are just my ideas, but hopefully the pictures might assist others in offering more useful suggestions. I'm about to start another Burt's Beer Tourney soon, so I'll leave this up for the first battle. I might even add some more battlements towards the center.
davidlhsl
July 3rd, 2011, 11:34 AM
Here's what the map looks with my tweaks of adding battlements and changing the orientation of the side columns. I think it gives it more of a labyrinth flair.
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL006.jpg
Good Pig
July 3rd, 2011, 02:47 PM
That looks great david! :D I like those changes. Hopefully I can find some time today or tomorrow to put this together.
I definitely would like to keep it competitive if possible. Give play testers another option with swamp and water tiles from the figures that rely on it.
Lets stick with no flying over columns and leave regular flying in place then. Thanks again. :)
Taeblewalker
July 3rd, 2011, 03:05 PM
It's coming along really well! I can even see using this as a DnD-scape sewer adventure.
davidlhsl
July 3rd, 2011, 03:09 PM
It's coming along really well! I can even see using this as a DnD-scape sewer adventure.
Absolutely! And you can always tweak in some dungeon tiles instead of the wall walk pieces for a nifty dungeon crawl (gotta leave the swamp terrain, though, for a really dank setting).
One item that should be bumped is Griffin's suggestion for a 24-hex start zone.
Good Pig
July 4th, 2011, 08:56 PM
Absolutely will add the 24 hex start zone. This is coming along great guys. Thanks! :)
Taeblewalker
July 4th, 2011, 09:01 PM
Later on, I'll upload a vs file for a version of this map that adds a dungeon set. Not to suggest changing this, but as food for thought for a dnd version of this map.
Taeblewalker
July 5th, 2011, 10:00 PM
Dungeon Version! (http://www.heroscapers.com/community/downloads.php?do=file&id=3267)
davidlhsl
July 7th, 2011, 09:13 AM
I'm in the middle of a battle on this map (with my suggested modifications), but I wanted to go ahead and report that I love the way this plays.
I've always been firmly against uncapped columns on maps, with the exception of the ones on the C3G Savage Land map. There, the uncapped columns enhanced the feel of ruins. However, I'm really seeing the utility of these columns as LOS blockers, and they don't look quite as bad as I feared.
I did accurately predict the utility of using cover to draw action around the map rather than requiring glyphs to accomplish this. Mad Hatter was able to sneak around on the side away from the other players, and both teams maneuvered around quite well. The battlements in the center really enhanced the action, and not simply from a destructible object point of view. The battlements actually affected engagement, as a figure behind the battlement and at height wasn't engaged with a nearby figure below due to height of battlement. When you added the destructible object rules, the fun factor increased exponentially.
Funny story about destructible object rules. I have been dying to implement the rules in my own games, but I've always forgotten to use them. That happened somewhat early on with knockback rules, but I implemented those more quickly. When I was getting desperate in trying to release some of Team Captain America's figures from the evil control of Mad Hatter (nasty but extremely fun), I implemented the destructible object rules more from desperation than anything else. Sun Tzu's rule: When all else fails, throw something!!!
I love the placement of the roads on this map. What is really useful is the way you've extended the road into the various chambers, as opposed to simply clustering them in the center. This really allowed figures to appear from the chamber deep into the center, as well as allowing figures to move from one chamber around to another.
Just because glyphs aren't required doesn't mean that they wouldn't have a place on it. There are a couple of ideal glyph spots that I see.
The very center is the most vulnerable area on this map. It does allow line of sight along various chambers, but those figures can fire back! The center does allow great access to and from the various chambers. I think you've done a great job with height on this map. High spaces have some of the subtlety but utility that I find in quozl's designs.
I'm really anxious to see Taeblewalker's dungeon modification. I haven't had a chance to look at the VS file yet. I don't think that should be implemented on this map, unless you want to add some shadow tiles, but I think it would serve as an ideal springboard for a future map design. Mole Man needs some lovin' too!
Edit: One other thing I should mention. Due to abilities such as Cosmic Cube's ability to move figures x spaces, plus throwing rules that allow you to throw objects x spaces, you could toss a figure or object to the other side of a column. I'm thinking that in addition to prevent flying over the columns, perhaps you would restrict the ability to using those spaces when counting. I don't have any problems counting around a column to toss something to the other side (ricochet and all). Still, you need to preserve the abilities such as Martian Manhunter's Intangibility to move through them. If wording becomes troublesome, then I recommend trading theme for playability and simply restrict flyover.
Griffin
July 7th, 2011, 11:59 AM
The Cosmic Cube is basically a Universal Weapon that can teleport someone, so I have no problem with figures being placed on the other side of a pillar by counting that pillar space.
Good Pig
July 7th, 2011, 01:34 PM
Thanks for the objective feedback david. The middle seems like a good placeto put a glyph if needed, being that you have to stick your neck out a little to pick it up. I'm going to put together this map again this afternoon with the modifications you made to the middle. If it looks sound (which I'm sure it will) I'll fix up the vs file and propose to move it play testing.
One question regarding the start zone... Is there a way to allow a start zone space and a battlement on the same space? When building it in Virtualscape it doesn't allow you to. It seems like it should be allowable/legal as a figure can definitely occupy the same space as a battlement that hangs over on to that space.
quozl
July 7th, 2011, 01:37 PM
To put two things on the same space in VS, you have to put the 2nd thing elsewhere and then move it into the space. It's annoying but that's the only way I know of to do it.
Griffin
July 7th, 2011, 02:19 PM
What quozl said.
1- Put the start zone space down.
2- Put the battlement on another space.
3- Drag the battlement onto the start zone.
Margloth
July 7th, 2011, 02:34 PM
Yeah, VS isn't always the most user friendly.
Then again, it is a ton more work than I would have put into a program I was going to give away, so I can't really complain! :D
Good Pig
July 7th, 2011, 02:35 PM
Cool. Thanks guys! :)
A3n
July 7th, 2011, 05:25 PM
I've always been firmly against uncapped columns on maps, with the exception of the ones on the C3G Savage Land map. There, the uncapped columns enhanced the feel of ruins. However, I'm really seeing the utility of these columns as LOS blockers, and they don't look quite as bad as I feared.
What about ruins of heroes past? ;)
davidlhsl
July 7th, 2011, 08:55 PM
I've always been firmly against uncapped columns on maps, with the exception of the ones on the C3G Savage Land map. There, the uncapped columns enhanced the feel of ruins. However, I'm really seeing the utility of these columns as LOS blockers, and they don't look quite as bad as I feared.
What about ruins of heroes past? ;)
:) I haven't had the pleasure of setting that up, but that does look like one that would be perfect for uncapped columns. Sewer Labyrinth, however, has really made a convert out of me for non-ruin settings.
There are actually several C3G maps I haven't set up. One map I really want to return to is Crime Alley.
Taeblewalker, I finally checked out your VS file. Those dungeon tiles really give it a great dungeon flavor, and I love your use of shadow. I've downloaded for future reference. This would be a lot of fun to tweak by adding larger side chambers, plopping some rock columns in certain areas. The swamp, I think, really adds a slimy character. This would be a great way for me to give my neglected DnD waves some attention.
Good Pig
July 8th, 2011, 12:26 AM
Got this put together with david's mods. I also tweaked the starting zone to get it to 24 hexes. Looks great. :up:
One thing I just realized is that if I'm using water tiles it then has a 4 set requirement instead of 3. I definitely like the look of the water tiles, but I could pretty easily swap them out with swamp water if I had to to get it to a 3 set requirement.
Any opinions on this?
Taeblewalker
July 8th, 2011, 12:37 AM
Where is the file for the updated version?
A3n
July 8th, 2011, 02:24 AM
Got this put together with david's mods. I also tweaked the starting zone to get it to 24 hexes. Looks great. :up:
One thing I just realized is that if I'm using water tiles it then has a 4 set requirement instead of 3. I definitely like the look of the water tiles, but I could pretty easily swap them out with swamp water if I had to to get it to a 3 set requirement.
Any opinions on this?
If it's only the water tiles that takes it to the 4th set then I think swapping them for swamp water is the way to go. Unless you want to make use of the rest of that 4th set :twisted:.
Scapemage
July 8th, 2011, 10:26 AM
Huh. I cliked the link thinking this was Sewer Entrance...
Nice map. Killer Croc style 8). IMO, keep it between not enough sets (so the map isn't bad) and too many sets (so more people can build it) please.
Good Pig
July 8th, 2011, 11:11 PM
OK, made quite a few updates here based on the feedback so far and a few tweaks that I thought helped the overall aesthetics. PDF and jpg in the OP have been updated. :)
- Removed water tiles (only 3 set requirements then) and replaced with swamp water tiles
- Made the start zones 24 hexes
- Reworked the columns so they are all on the same level (made sense logically) and in groupings of two to give it more of a corridor or tunnel feel to it
- Added in several more battlements toward the center of the map
I'm very pleased with the finished result. David's ideas for restructuring the middle and adding more battlements really helped give the map some aesthetic flair and I played off of it to add more tunnel structures.
davidlhsl
July 9th, 2011, 07:07 AM
- Removed water tiles (only 3 set requirements then) and replaced with swamp water tiles
Hey, I just checked the material list in my Swarm of the Marro rulebook when I saw your update this morning, and that set does come with 8 water tiles! If VS told you that you needed 4 sets to bring in the water, then that's a glitch. So if you want to keep the water (and I really think it adds to the aesthetic), then go fer it, dude! :D
If I use VS to check materials, I'll go into Available Materials, click reset, then click the sets based on the posted requirements. Then I'll manually go through the material tabs on the left of the screen and look for those flagged in red.
Your revised column layout looks great.
IAmBatman
July 9th, 2011, 08:21 AM
Looks like a great Killer Croc map. :-) If we ever do a Knightfall Campaign, this would have to be the map for Knightfall part 4.
Margloth
July 9th, 2011, 08:22 AM
Killer Croc heck... this looks like a map where Namor will be killer! He's basically Thor on this map, at 170 points less!
Scapemage
July 9th, 2011, 08:23 AM
Looks like a great Killer Croc map. :-) If we ever do a Knightfall Campaign, this would have to be the map for Knightfall part 4.
I've heard about Knightfall. All I know is that Batman is different and that it sounds cool!
IAmBatman
July 9th, 2011, 08:25 AM
Killer Croc heck... this looks like a map where Namor will be killer! He's basically Thor on this map, at 170 points less!
Someone needs to put together an ocean map for Namor and Aquaman. :-) Or even an Atlantis map with nifty underwater rules ... we might not have enough Atlanteans to pull that off yet, though.
Looks like a great Killer Croc map. :-) If we ever do a Knightfall Campaign, this would have to be the map for Knightfall part 4.
I've heard about Knightfall. All I know is that Batman is different and that it sounds cool!
Knightfall is a must read for Batman fans. It's not as high on the list as Year One and Long Halloween, but it's up there. My favorite Batman "event" story. Though "No Man's Land" at its best was pretty good as well. Just more slow moments in that one.
Good Pig
July 9th, 2011, 04:06 PM
- Removed water tiles (only 3 set requirements then) and replaced with swamp water tiles
Hey, I just checked the material list in my Swarm of the Marro rulebook when I saw your update this morning, and that set does come with 8 water tiles! If VS told you that you needed 4 sets to bring in the water, then that's a glitch. So if you want to keep the water (and I really think it adds to the aesthetic), then go fer it, dude! :D
If I use VS to check materials, I'll go into Available Materials, click reset, then click the sets based on the posted requirements. Then I'll manually go through the material tabs on the left of the screen and look for those flagged in red.
Your revised column layout looks great.
I knew I had those water tiles in there for a reason. :) Got confused because of how VS categorizes available materials. They show under Base which I usually think of as the ROTV master set.
I'll add back in the ones that won't impair movement, so like 6 of them. Mainly for aesthetics purposes anyone. I'm play a few matches on it with a friend of mine this afternoon and I'll update the files tonight or tomorrow.
johnny139
July 9th, 2011, 04:17 PM
Definitely a solid looking map. I would have liked some Dungeon, if only to help Mole Man, but as a general swamp/sewer map I've got no complaints. Other than the uncapped pillars... personal preference. :D
Killer Croc heck... this looks like a map where Namor will be killer! He's basically Thor on this map, at 170 points less!
Someone needs to put together an ocean map for Namor and Aquaman. :-) Or even an Atlantis map with nifty underwater rules ... we might not have enough Atlanteans to pull that off yet, though.
I actually have an idea for an Atlantean Atrium map, but I can't figure out how to do it with less than, like, five Castle maps. I'll get back to you on that. :D
Taeblewalker
July 9th, 2011, 04:30 PM
This map has a lot of potential. The concrete tiles are great for street thugs in the sewers.
Good Pig
July 10th, 2011, 09:51 AM
Atlantean map sounds awesome. Can you do it with 2 castle maps? :)
I made the updates to pdf file.
- swapped out 6 swamp water tiles for water tiles
- made a few other very minor adjustments for balancing
I put together the map from the build instructions and played 3 games on it yesterday with my friend and it is a lot of fun and very balanced. It obviously favors melee over range with the abundance of road tiles and line of sight blockers. I really like this as it seems fitting for a sewer system. It is Killer Croc's playground for sure. I used Submariner too, but wasn't able to get much use out of him because a Hawkgirl with a death wish kamikazed my starting zone before I could get my hero placement how I wanted it.
Margloth
July 10th, 2011, 10:01 AM
I think I'm gonna try to build this one later today. Looks awesome!
Good Pig
July 11th, 2011, 01:05 PM
:) Since we already have people wanting to build and try out this map...
I propose we move Sewer Labyrinth to public playtesting.
Margloth
July 11th, 2011, 01:09 PM
I got it half done before getting distracted and pulled away... :lol:
Oop! I just signed up for a Banshee test, otherwise I'd crank this one out for you!
Good Pig
July 11th, 2011, 01:45 PM
No worries. I've still got it put together and will likely complete one of the tests.
johnny139
July 11th, 2011, 02:25 PM
YEA and I might end up doing one myself. Could use the change of scenery.
Griffin
July 11th, 2011, 02:29 PM
Yea
Taeblewalker
July 11th, 2011, 04:15 PM
Yea. I'll use it to test some Marvelous Customs while I'm at it.
A3n
July 11th, 2011, 04:28 PM
Yea
quozl
July 11th, 2011, 06:08 PM
Yeah!
Good Pig
July 11th, 2011, 10:42 PM
Sweet just need to hear from Hambone... :)
Good Pig
July 20th, 2011, 07:04 PM
Army Test
- Does it pass, Yes or No? PASS
Map: Sewer Labyrinth
Units: Army 1: Doctor Octopus, Black Mask, Hush, Killer Croc, Bodyguards x3, LexCorps x2 (1,010)
Army 2: Super Skrull, Skrull Warriors x2, Skrull Infiltrators x3, Solomon Grundy, Puppet Master (1,010)
R1 Hush choose Super Skrull for Vendetta. LexCorps and Croc position in the middle of the map near swamp and height. Grundy makes a mad dash for Army 1. Doc Oc w/ LexCorps put 3 wounds on Grundy. Grundy focuses his attacks on Doctor Octopus taking him out in turn 3.
R2 LexCorps attacks Grundy and blocked, Croc sneaks up behind him in the water and finishes Grundy with a 6 skull attack roll. OM 1 lost on Grundy. Hush moves Black Mask up. Puppet Master moves to get clear sight on Croc tries String Pull and fails both times. Black Mask guns for Puppet Master and has Reactive Mind Control done moving him closer to Army 2 start zone. Super Skrull moves up and pounds Black Mask for 3 wounds.
R3 Skrull Warriors destroy Black Mask. Hush moves up behind center column taking cover. Skrull Warriors move up. LexCorps toss a battlement each near skrulls clustered together but can't destroy either battlement. Super Skrull flies up to meet LexCorps on his perch in the middle of the map and takes him out with 6 skulls. LC had rolled 4 shields + 1 blank. :( LexCorps take out battlement and 2 Skrull Warriors in the process.
R4 LexCorps move up toss battlement for a wound on Puppet Master and shoot the battlement killing last 2 Skrull Warriors and and puts 1 more wound on Puppet Master. Killer Croc attacks a Super Skrull on level ground and gives him a wound. OM 1 on Skrull Warriors lost. Hush moves up and attacks Super Skrull, but is blocked. 20 is rolled! Grundy is back. Super Skrull attacks Killer Croc and is blocked. Killer Croc tries Death Roll and fails. Super Skrull puts 3 wounds on Croc.
R5 LexCorps move up throw a battlement and destroy it which puts 1 wound on Grundy and Super Skrull. Croc puts 4 wounds on Super Skrull w/ regular attack and takes him out. Grundy attacks Croc and is blocked (Croc Block :lol:). Croc puts 2 wounds on Grundy. Grundy attacks, Croc Blocked again. Croc attacks Grundy and is blocked. OM 3 lost on Super Skrull.
R6 Grundy finishes off Croc. LexCorps fire at Grundy from range keeping their distance on perches. Grundy moves up and engages Hush giving him 1 wound. Hush finishes off Grundy. Puppet Master in a bold move attacks an engaged LexCorps and rolls 1 skull that miraculously gets through. Hush moves up and attacks a Skrull Infiltrator and is blocked.
R7 LexCorps whip a battlement a Skrull Infiltrator killing it. Puppet Master does String Pull on Hush and moves him back to a perch and attacks a LexCorps from height, the *** holds true! LexCorps and Hush mop up remaining Infiltrators and put the final wound on Puppet Master.
Who won and how many wounds did they have? Army 1 wins in R7 T3 with Hush (1 wound), 1 LexCorps and 3 Bodyguards.
_____________________________________________________________
Army Test
- Does it pass, Yes or No? YES
Map: Sewer Labyrinth
Units: Army 1: Absorbing Man, Doc Ock, LexCorps x2 (715)
Army 2: Daredevil, Gordon, Robin, Punisher, Beat Cops x2 (700)
R1 LexCorps move up w/ both Criminal Heroes. Take out 1 cop. Abs man makes a big attack on Gordon and whiffs. DD + Robin use ranged attacks on Abs Man and are blocked.
R2 Punisher Rifles a LexCorps. LexCorps put 2 wounds on Robin. DD gives Abs Man 2w. Abs Man attacks Comish and a cop takes the hit instead. DD gives Abs Man 2 wounds. LC blocks attack from Robin. LexCorps attack DD and he uses Radar Sense. Doc Ock attacks DD and he uses Radar Sense again.
R3 LexCorps fire at Robin and miss. Doc takes out a full life Punisher on height. OM 1 lost on Punisher. Doc Ock takes out 2 cops. DD takes out a LexCorps. LexCorps shoot DD he Radar Senses. Doc Ock moves to height attacks DD and he uses Radar Sense. DD attacks Doc Ock and gives him 1 wound from knockback.
R4 DD takes out Doc Ock. Abs Man puts 2 wounds on Gordon. DD takes out Abs Man. LexCorps put 2 wounds on DD, other LexCorps is blocked. Cop takes out a LexCorps. LexCorps takes out DD.
R5 Lone LexCorps on height battles with remaining cops and Gordon exchanging fire and nothing happens this round.
R6 LexCorps out Gordon from height. Cops attack LC blocked. LC attacks Cop blocked. Cop attacks LC blocked. LC kills cop.
R7 LC kills last cop.
Who won and how many wounds did they have? 1 LexCorps Security wins in R7 T1
SUMMARY:
Overall the map is very fun and the battlements in the middle create a lot of tossing DO havoc. The far left and right of the start zone make good alternative routes for figures when you're playing squad heavy armies. With all the line of sight blockers and road tiles the map definitely favors melee figures and ground pounders. Grundy, Swamp Thing, Namor, Killer Croc are awesome on this map too. Killer Croc sneaks up behind figures when least expected. With larger point armies the tunnels can get a little crowded, but there's always another passage to take to get around someone who's blocking a pathway.
Margloth
August 5th, 2011, 12:45 PM
Okay, I procrastinated faaaaaaar too long for as much fun as I had with it once I actually built the map, but here it is!
Sewer Labyrinth Tests
Test 1:
Swamp Thing, Blob, Killer Croc, Solomon Grundy (890)
vs
Superman, Flash, Submariner (900)
Round 1: Initiative Swamp Things.
Grundy trudges forward. Namor moves forward, to take a good ambush spot. Grundy, using the road, catches Namor from height, smashing 3 wounds into the Water King. Superman puts a wound on Grundy. Grundy finishes Namor. Supes finishes Grundy.
Round 2: Initiative Swamp Things.
KC slinks forward into the swamps, and pops up on a water space ahead. Supes lays into Croc hard for 4 wounds. KC deathrolls Supes for 2 wounds. Supes rolls poorly, and KC successfully defends. Swamp-Thing uses the Green to move forward. Supes finishes KC.
Round 3: Initiative Swamp Things.
Swamp Thing attacks Supes to no effect. Supes hits back for 3 wounds on Alec. Swampy greens away and heals a wound. Supes catches him and crushes him, taking OM 3 with him. Supes heads towards Blob.
Round 4: Initiative Superman.
Supes gets a big attack roll and slaps 3 wounds on Blob. Grundy rises again, and Blob moves to even footing with Supes. Supes brings Blob to 4 wounds. Blob fails an attack on Supes. Supes finishes Blob.
Round 5: Initiative Swamp Things.
Grundy fails to connect with Supes. Grundy takes a wound from Supes, and repays him with 1. Grundy takes another wound, and gives Supes 1. Supes fails his attack on Grundy.
Round 6: Initiative Supes.
Grundy takes his 3rd wound, and brings Supes to 6. Supes rolls 6 skulls, finishing Grundy.
Summary: Supes wins with 6 wounds, full health Flash.
Test 2:
Red Skull, Grundy, Zoom, Hydras x 3 (1000)
vs.
Fantastic 4
Round 1: Initiative F4.
Ben and Reed move forward. Hydras and Red move up, Red cubes Grundy forward, and then kills a Hydra to send Grundy out. Ben and Sue move forward, and Reed engages and attacks Grundy (to no effect). Hydras move forward, Red kills one, and Grundy slaps a wound on Reed. Ben pounds Grundy to no effect, Johnny moves up and fires to no effect, and Reed attacks to no effect. Hydras makes some unsuccessful attacks on Johnny. Red races forward on road to engage Sue, uses the cube to teleport to an adjacent spot where he can see Grundy, and fails to inflict any wounds on Sue.
Round 2: Initiative F4.
Johnny takes off, flaming up Red, and attacks him for 1 wound, while Reed misses his shot on Grundy. A Hydra puts a wound on Sue, and the rest attack Johnny unsuccessfully. Red pounds Sue for 3 wounds, and Grundy makes an unsuccessful attack on Reed. Reed gets a bad leader roll, and has to give up good ground to attack Red for his 4th wound. Hydras miss all their shots, but Red finishes Sue, allowing Grundy a massive, kill-shot on Reed. Hydras, a successful attack from Red, and Grundy bring down Johnny.
Round 3: Initiative Hydra.
Hydras attack Thing unsuccessfully. Red re-takes the Cosmic Cube, sends one of his wounds to Ben, and double guns him for 2 more wounds. Thing 1 shots Grundy. Thing takes a wound from Hydras, Red cubes him a wound, fails to inflict any wounds. Ben misses a shot on a Hydra. Hydras deliver the killing blow.
Summary: Red Skull w/2 wounds, 10 Hydras, and Zoom remain.
Test 3
Kingpin, Bullseye, Elektra, Hired Guns (695)
vs
Daredevil, Batman, Robin, Punisher (680)
Round 1: Initiative Vigilantes.
Punisher and Robin move forward. Kingpin and the Hired Guns move up. Punisher leaves Robin behind, racing along the roadways, and opens up with his Auto Shotgun, taking out 3 Hired Guns and putting 2 wounds on Kingpin. Bullseye moves forward and rolls 0 skulls, and Kingpin takes cover behind a sewer wall. Punisher blasts a rocket at Bullseye, but it was a dud. Bullseye puts a wound on Punisher, and Kingpin engages him.
Round 2: Initiative Crime Inc.
Bullseye brings Punisher to 4 wounds, but Kingpin can't clinch it. Punisher puts another round of shot in Kingpin's belly, bringing him to 4 wounds. Bullseye bullseyes Punisher, and Kingpin rushes across roadway to engage Robin, putting 3 wounds on the Boy Wonder. Bullseye moves up, and Kingpin finishes Robin. Batman engages Kingpin, but can't break his defense.
Round 3: Initiative Crime Inc.
Bullseye one shots Batman, and Kingpin puts a wound on DD. Bullseye puts 2 wounds on DD, but Matt radar senses the 'Pin's attack. DD can't break 'Pin's defense, even from height. Bullseye finishes Matt.
Summary: Kingpin with 4 wounds, full health Bullseye, Elektra, 1 Hired Gun remain.
The layout of this map makes for a lot of interesting choices. You can take the speedy center, but will likely get bogged down in figure clog (and your shooters will have a hard time finding a target), or you can wade through the mucky outskirts for some surprise attacks.
I found that figures with 'cheap shot' powers seem to do better, which is fine with me, as a Sewer seems like a place where a lot of crooked and shady things should be going on. For instance, Scarecrow could be darn nasty on this map, waiting for a good sized clog in a sewer and then dropping a Fear Gas Bomb. Blob could be pretty obnoxious on this map, but then he's supposed to.
Squads really earn their points more as path cloggers than offensively, which is fine with me, and single activation figures do well also, as there are plenty of places to hide, and LOS figures have trouble (Hush, Puppetmaster, Snipers... these guys all hate this map, which is kind of good).
Also, multi-activation figures (like F4) have to be careful about losing LOS synergies, and 'divide and conquer' strategies (getting caught in a separate sewer tube than their compatriots), which is cool.
My only real complaints are that huge Event heroes really can't play this map, and Supes can be a bit of a monster, since you can't often get first strike ranged attacks on him. But all in all I have to say this was a wonderful map.
Pass this baby ASAP! :D
Good Pig
August 5th, 2011, 01:54 PM
Awesome. Thanks Margloth! :) I'll take a look at this closer after work today. At first glance it looks good.
One small tweak I'd considered is opening up the path a little bit on the left side from a single space opening to a two space opening to keep it from getting too clogged. Especially if someone camps with say... Giant Man or Blob. :) I'll post the idea with an updated vs file later.
Range and line of sight are pretty bad. Melee figures definitely get the upper hand here.
Margloth
August 7th, 2011, 03:35 PM
Even with a two-space path, Blob will still stick 'em! :lol:
But hey, I found a really quick change to 2 of the wall pieces that opens up the height a bit and makes it a bit more dangerous to camp there... if I get the chance I'll take some shots and post em.
Margloth
August 14th, 2011, 08:24 PM
Okay, it's a really simple change I'm proposing, but it does a lot to open up the height from non-roadways (don't really need open space on the roadways, as it's easy enough to race forward and engage.
CURRENT (http://imageshack.us/f/710/img2769v.jpg/)
PROPOSED (http://imageshack.us/f/233/img2770b.jpg/)
And so you can see at figure-eye-view:
CURRENT (http://imageshack.us/f/94/img2774e.jpg/)
PROPOSED (http://imageshack.us/f/534/img2775t.jpg/)
Good Pig
August 28th, 2011, 09:41 AM
This one's long overdue. :) Finally have some time to take a peek at it. I'm having a friend over this afternoon and so I'll put it together once more and try out that proposed change Margloth.
The other thing I was trying to accomplish is opening up the path (2 road spaces up from Dum Dum) to a 2 space opening. Blob will still be a pain, but if he isn't camping there it will let other figures through.
http://img710.imageshack.us/img710/2282/img2769v.jpg
Scapemage
August 28th, 2011, 10:03 AM
I see your point. If Blob site right there, non-flying figures can't get anywhere, the perfect screen. Of course, then can kill Blob.
Griffin
August 28th, 2011, 11:36 AM
Overhead Street
Figures cannot using the flying or stealth flying special power to pass over a column.
should be:
Overhead Street
Figures cannot using any special power to pass over a column.
IAmBatman
August 28th, 2011, 12:37 PM
Probably want "use" instead of "using" there.
Good Pig
August 28th, 2011, 01:24 PM
Good call. Thanks guys. :)
Griffin
August 28th, 2011, 01:31 PM
"using" :lol: That went right over my head when I read it, and I just copied and pasted it. :lol:
johnny139
August 28th, 2011, 05:45 PM
Is this still in need of a playtest? If so, I should be able to put it together and run one soon enough.
Good Pig
August 28th, 2011, 06:54 PM
If you want to build it and let me know what you think another set of eyes is always appreciated. :) Just trying to make some minor tweaks to 'open up' the pathways a bit as it gets pretty crowded.
Good Pig
October 2nd, 2011, 05:29 PM
I've been sitting on this a long time, but finally this weekend I've gotten around to making some updates on this file. I made several tweaks to open things up a little bit on the outsides of the map to make these areas more useful, but maintain the sewer look and feel. I'm going to build this early this week and look it over. :)
More changes to come.
Good Pig
October 4th, 2011, 09:21 PM
I'm done tinkering. The pdf and image in the OP is up to date.
The middle of the map has been opened up a little with more access to road. I also got rid of the 3rd level of height on the map to spread out the action a little more to other areas. So there's:
Level 0 with swamp water or water
Level 1 is the base level
Level 2 is where roads and areas near start zones sit
I'm going to run some more tests on this after I'm finished with another initial I'm working on.
Good Pig
October 12th, 2011, 07:46 PM
I've played a few more times on this map after the changes and feel confident moving it to the next phase.
I propose we move Sewer Labyrinth to Final Editing.
quozl
October 12th, 2011, 08:03 PM
Don't we need a playtest after the changes were made?
Good Pig
October 12th, 2011, 08:08 PM
Don't we need a playtest after the changes were made?
I've ran an army test, but didn't take notes. I've got another one I'll be working on this week. I can get notes on it and post.
Just wanted to get the ball rolling here, this map has been sitting around for too long. :)
johnny139
October 12th, 2011, 08:12 PM
I could easily do a playtest on Saturday (or Friday Night) if we still need some.
Good Pig
October 12th, 2011, 08:25 PM
I could easily do a playtest on Saturday (or Friday Night) if we still need some.
Cool. Thanks for the offer. I might run my army test tonight, but if I get too tired Friday is the earliest I'd be able to as well. I'll let you know. :)
Got some friends coming over in a little bit to watch episodes 2 and 3 of Terra Nova.
johnny139
October 14th, 2011, 09:37 PM
This still need a test? I'll probably be taking down Swamp Lab tomorrow, so, it would be a good time for me to give it a spin.
Good Pig
October 15th, 2011, 12:01 AM
I've got 2 tests typed up for an initial I just ran, but I'll need to do some editing out for unreleased figures. ;)
If you want to build it still I'd appreciate your feedback. I think the layout is pretty solid and provides plenty of options and movement for armies 1,000 points or less. Much more than that and it would get crowded.
Good Pig
October 15th, 2011, 10:11 AM
Here's my play test reports. I think both matches went really smoothly and movement wasn't an issue in either game. I'm really happy with the changes. :)
Army Test
- Does it pass, Yes or No? Pass
- Give a brief overview. The two issues I've tried to effectively balance on this map are line of sight and crowding. I think the changes made to the middle section have kept both of these criteria in tact and also make it look cooler too. I like how the battlements are now on the outsides of the map and add to it aesthetically without interrupting the battles. There are now more useful pathways for figures to take when things get crowded. Figures like Hand Ninja are fantastic on this map having good movement that is extremely quick with the road bonus, Phantom Walk lets them move through crowds, and their short range is very helpful in taking out their intended target as well. I think Elektra would do well in this map also. Water/swamp water bonuses help out figures like Namor, Swamp Thing, Killer Croc. Figures that rely on flying and long range to get their points worth are going to struggle because of the tight quarters and flying isn't worth too much down here the road bonus.
Map: Sewer Labyrinth
Units: Cyclops, Jean Grey, Wolverine, Nightcrawler, Jubilee (850) vs Lady Deathstrike, Hand Ninja x2, Blob, Avalanche, Pyro (840)
R1 Cyclops, Jean and Jubilee move up. Deathstrike and Ninja move up middle, one ninja takes the left passage. Wolverine moves up the right passage. Jubilee can't see him and so stays put. Deathstrike uses road bonus to quickly move up the middle and engage Wolverine on height, she attacks him for 1 wound. Ninja advance up different tunnels, walls are blocking line of sight for any ranged attacks. Cyclops activates Jean who takes out a ninja with her attack. Jubilee uses *** to take out a ninja as well. Deathstrike hits Jean for a wound. 3 ninja advance, 2 attack Jean and are blocked, 1 attacks Jubilee for a wound.
R2 Cyclops activates Jean who lands 4 wounds on Deathstrike! Jubilee disengages a ninja and uses *** that is blocked. Deathstrike biffs her roll for ***, but takes out Jean with her attack. Ninja land one wound on Wolverine and one on Jubilee. Wolverine kills a ninja and heals. Jubilee kills an adjacent ninja with ***. Deathstrike kills Jubilee with her normal attack. Last 2 ninja advance, first runs interference for Deathstrike and attacks Cyclops and is blocked. Cyclops Optic Blast takes out a ninja and puts Deathstrike one away from death. Deathstrike *** Wolverine for 2 wounds, attack is blocked. Last ninja advances.
R3 Deathstrike attacks Cyclops for 1 wound. Wolverine kills Deathstrike and heals. OM2 lost on Deathstrike. Wolverine kills last ninja and heals. Avalanche moves up. Nightcrawler moves up.
R4 Avalanche moves up. Cyclops moves up and shoots Avalanche for 1 wound. Avalanche uses *** and gives Nightcrawler and Cyclops 1 wound each. Wolverine slashes Avalanche for 2 wounds. Pyro shoots flames at Cyclops and is blocked. Wolverine attacks Avalanche and is blocked.
R5 Nightcrawler kills Avalanche and puts 3 wounds on Pyro with Teleport Barrage. OM 1 lost on Avalanche. Cyclops Optic blasts through own Wolverine giving him 3 wounds and puts 2 wounds on Blob. Blob attacks Wolverine and is blocked. Wolverine puts 3 wounds on Blob and heals. Pyro with 1 life remaining does a risky disengage from Nightcrawler and lives! He uses his special attack to put 1 wound on Cyclops and he takes out Wolverine with lucky 4 skull attack vs 0 shield defense!
R6 Blob attacks and flattens Cyclops. Nightcrawler attacks Pyro and then Blob with his Barrage and is blocked by both. Pyro attacks Nightcrawler with Flames and he dodges. Nightcrawler attacks Blob and kills him. OM 3 lost on Blob. Nightcrawler kills Pyro for the win.
Who won and how many wounds did they have? Nightcrawler 1 wound R6 T3
_____________________________________________________________
Army Test
- Does it pass, Yes or No? Pass
- Give a brief overview. Even playing against a squad heavy army like Hydra, movement and crowding were not an issue. The Hydra Agents moved around just fine and the rest of the heroes as well. Beast Whirlwind Assault and Leap make him a great draft for this setting. Any abilities that require clear sight, especially bonding abilities that require clear sight have a tough time with so many line of sight blockers. It wouldn't feel like a sewer without them though.
Map: Sewer Labyrinth
Units: Professor X, Angel, Colossus, Gambit, Beast, Jubilee (980) vs Baron Strucker, Red Skull, Gorgon, Hydra Agents x3 (980)
R1 Gambit and Beast move up. Hydra Agents and Red Skull move up. Angel carries Professor up and Colossus moves up. Agents fire at Professor and miss both of them. Red Skull uses the cube to move Colossus lower and shoots him with Lugers, but is blocked. Gambit kills an Agent with ***. Colossus gets out of the water and punches Red Skull, but whiffs. Agents and Red Skull attack Gambit, but can't land a wound.
R2 Strucker moves up 3 Agents and Gorgon. 3 Hydra attack Gambit and all of them are blocked, fourth Hydra on height attacks Beast for 2 wounds. Red Skulls teleports Colossus out of the way and shoots at Professor w/ Lugers and is stopped by Psychic Defense X. Gambit *** hits Red Skull for 3 wounds and the Cosmic Cube lands in the poo. Beast runs over and takes out a Hydra Agent that is pinning down Colossus in an engagement. Hydra agents fire at Beast and give him 1 wound. Red Skull fires his Lugers at an engaged Gambit and both shots are blocked. Gambit *** and kills a Hydra Agent and then takes out Red Skull with ***. Beast leaps over to a Hydra Agent and takes him out. Two agents and then Baron Strucker fire at Beast and all miss. Jubilee moves up. Angel carries Jubilee towards the action in the middle of the map.
R3 Agents fire at Jubilee and Angel missing both. Beast uses his Whirlwind Assault to take out 2 Agents. Jubilee uses *** to take out an agent. Gorgon slips through a back tunnel and engages Colossus and unleashes *** for 2 wounds. Gambit gives Gorgon 2 wounds ***. Colossus punches Gorgon and is blocked. Agents fires at Angel blocked, another at Beast blocked, last 2 fire at Jubilee for 1 wound. Strucker attacks an engaged Angel with Satan Claw and is blocked. Gambit kills an agent with ***. Colossus attacks Gorgon and takes a wound with ***.
R4 Beast is outside of Professor's range so I put OM 1 on him. Beast attacks 2 Hydra with Whirlwind and kills both. Jubilee attacks an engaged Hydra with *** and is denied twice. Gorgon rolls a big hit with *** and takes out Colossus. Gambit uses *** on Gorgon and gets ***! and takes him out. Angel attacks Strucker from height and misses. 2 Hydra attack Beast and miss. Strucker gets on level ground with Angel and gives him a wound with Death Spores. Gambit kills Strucker with ***. Angel flies over and attacks an agent but misses.
R5 Beast leaps between the last 2 Hydra Agents and wipes them out.
Who won and how many wounds did they have? Full health Professor X, full health Gambit, 3 wound Beast, 1 wound Angel and 1 wound Jubilee win in R5 T1
Scapemage
October 15th, 2011, 07:30 PM
Map: Sewer Labyrinth
Units: Cyclops, Jean Grey, Wolverine, Nightcrawler, Jubilee (850) vs Lady Deathstrike, Hand Ninja x2, Blob, Avalanche, Pyro (840)
I read this and I'm going "Who the heck is Jubilee?!" Then I searched the Wave Planning thread.
johnny139
October 15th, 2011, 08:25 PM
I set up the map, and since yesterday I've REALLY wanted to play a game with Count Vertigo - he was on Young Justice and really, really awesome. So I made a team based loosely on that Injustice League and wrote up a quick playtest.
Solid map, no complaints. It doesn't take too much of the advantage away from range, but gives melee more of an edge. All parts were usable. A nice theme to it (with those nice moments where you can picture what's happening, like it's right out of a comic book). I defnitely give it a YEA for Final Editing!
Army Test
- Does it pass, Yes or No? YES!
- Give a brief summary. The match felt very fair; neither side had too big an advantage, and though Super Strength in general was powerful thanks to knockback and big walls all over the place. It was close quarters, but range stayed mobile and that left them with some advantage. No real trouble moving, though determining line of sight can be a hassle. You might need a laser pointer for the tighter areas.
Map: Sewer Labyrinth
Units: Batman: Terry McGinnis, Green Arrow: Connor Hawke, Flash, Martian Manhunter, Black Canary (1020 Points) vs. Count Vertigo, Poison Ivy, Solomon Grundy, Joker, Gorilla Grodd (1030 Points)
Injustice League wins; 3 Wounds on Solomon Grundy, Gorilla Grodd unharmed, all others destroyed, 9 Rounds.
ROUND 1: Martian Manhunter moves out, as do Flash and Black Canary via directive. Count Vertigo flies up. Martian Manhunter brings up EVERYONE. Count Vertigo blasts Canary for one. Flash runs right past him and engages Poison Ivy, attacking her for three wounds. Ivy rolls a 20 for Pheremone Seduction, taking the Flash, and advancing toward the swamp area.
ROUND 2: Green Arrow moves ahead, hopping into the water and shooting at Vertigo. Nothing. Flash runs in and attacks Arrow and Canary, dealing one wound to Arrow. Canary attacks Flash, dealing two wounds and sending him running with her next attack. Poison Ivy advances. Arrow runs toward her and fires, dealing another wound. Flash engages Arrow and attacks, dealing two more wounds.
ROUND 3: Joker messes with the opposing Order Markers. Flash moves first, but misses his attack on Green Arrow. Batman flies over toward Vertigo. Flash finishes off Arrow. Martian Manhunter advances, dealing another wound to Flash. Solomon Grundy starts to move. Manhunter can't hurt Poison Ivy.
ROUND 4: Batman moves first, attacking Vertigo for one. Flash attacks Manhunter for two. Black Canary screams, dealing one wound to Ivy. Grundy smashes Batman for one, who glides away. Manhunter kills Ivy, bringing Flash back into the fold. Grundy deals two more wounds to Batman.
ROUND 5: Batman attacks Grundy, dealing one wound. Batman flies back. Grundy comes in to hit Flash, but he dodges. Flash finishes off Vertigo with one good attack. Grundy moves toward the others. Flash hits Joker for three. Grundy hits Canary for one.
ROUND 6: Joker messes with Order Markers, then moves up and misses his attack on Flash. Canary screams, but can't hurt Grundy. Grundy smashes Canary, leaving her with one sliver of life. Canary attacks, but is blocked by Tough. Grundy finishes her off. Batman flies up and attacks Grundy for one.
ROUND 7: Flash takes down Joker at least. Grundy hits Manhunter hard, leaving him with one Life. Manhunter hits back, but does nothing. Grundy hits Manhunter again, but, no damage. Flash attacks Grodd - no damage. Grodd moves onto height and hits Flash, but he blocks.
ROUND 8: Grundy kills Manhunter, then walks up onto height nearby. Batman backs up and throws a Batarang at him, but, no damage. Grodd hits Flash, who dodges. Flash attacks Grodd, but does no damage.
ROUND 9: Grundy kills Batman. Flash comes up and attacks, dealing another wound to Grundy... but Grundy turns it around and finishes the Flash off.
Good Pig
October 15th, 2011, 08:35 PM
Awesome. Test looks good johnny. :) Thanks for running that.
I propose we move Sewer Labyrinth to Final Editing
Griffin
October 15th, 2011, 08:48 PM
Heck yeah.
Scapemage
October 15th, 2011, 08:50 PM
Oh! Today was NHSD, and this map was featured and was played on a lot. The armies were Prof. X, Cyclops, Jean Grey, Iceman, Beast, and Angel (1000) vs. Martian Manhunter, Zoom, Spider-Man, and Killer Croc. I had a chance to play on it myself, and combining my thoughts with everyone else's:
The maps plays very well. Units with mobility take much advantage, while units requiring clear sight for powers seems to be at a disadvantage. The layout is great, there is no prominent battleground. The road is a nice benefit, and of course, it was fun.
johnny139
October 15th, 2011, 09:21 PM
Oh, this needs a bio, too. Mind if I take a shot at it?
For centuries now the sewers have been growing, a new wing here, another tunnel there. Once just a simple system of brick and stone, years of development and destruction have turned it into a navigational nightmare, one buried and forgotten deep beneath the city streets. Maintenance workers don't dare venture into these tunnels: urban legend holds that there's far worse than simple alligators hiding in the muck...
quozl
October 15th, 2011, 11:16 PM
:up: (Yea!)
Good Pig
October 16th, 2011, 01:19 AM
Awesome thanks for the bio johnny. That looks fantastic. :thumbsup: Adding it the OP.
Cool scape. Glad to see it's getting some use already. :)
A3n
October 16th, 2011, 03:45 AM
No that means work for me. :evil:
j/k Hell Yea
Good Pig
October 16th, 2011, 10:37 AM
No that means work for me. :evil:
:confused: Huh?
Just need Taeblewalker. :)
Hahma
October 16th, 2011, 10:54 AM
YEA for sure! Looks cool. :D
You could probably link two of these lengthwise to make a nice long sewer map.
Good Pig
October 16th, 2011, 11:46 AM
You could probably link two of these lengthwise to make a nice long sewer map.
Yeah, you could pull the start zone off one end and double them up. I only have one swamp set, but that would be pretty cool.
johnny139
October 18th, 2011, 03:04 PM
This passed into Final Editing yesterday.
Good Pig
October 18th, 2011, 03:07 PM
Cool. Thanks for keeping track.
A3n whenever you have time. :) Let me know if you need anything from me.
A3n
October 18th, 2011, 04:30 PM
Cool. Thanks for keeping track.
A3n whenever you have time. :) Let me know if you need anything from me.
The .hsc file would go a long way ;).
Good Pig
October 18th, 2011, 08:37 PM
Cool. Thanks for keeping track.
A3n whenever you have time. :) Let me know if you need anything from me.
The .hsc file would go a long way ;).
:oops:
Here you go (https://s3.amazonaws.com/gwstuff/Sewers-latest.hsc)
A3n
October 20th, 2011, 05:30 PM
PDF linked in OP. I tried to verify the link but get a green screen. Sorry I haven't the time to investigate it now. I have verified it on the server though, so maybe it's just a hiccup with the dns address at the moment & might resolve itself. Anyway GP you have server access so if you have the time to check it out that would be cool.
Cheers
johnny139
October 20th, 2011, 05:33 PM
PDF works fine for me. Looks good. :up:
davidlhsl
October 20th, 2011, 05:37 PM
I just downloaded the pdf with no problems.
I can build this tonight to verify the pdf (and snap some pics). I've been anxious to see how it looks since the initial design. :D
davidlhsl
October 20th, 2011, 05:52 PM
Question: Since this is a competitive map, shouldn't start zones be established?
Taeblewalker
October 20th, 2011, 06:42 PM
Yea, late! Sorry. This maps looks great.
Good Pig
October 20th, 2011, 06:49 PM
Question: Since this is a competitive map, shouldn't start zones be established?
I had the start zones plotted out on layer 2 of the map. Should they have been placed on layer 1? Maybe A3n knows what happened.
davidlhsl
October 20th, 2011, 07:40 PM
I had my typical dunderhead confusion between asphalt and rock, but corrected the error before taking the pictures. Doh!
The pdf is also missing the special map rule about not flying over columns.
Overhead Street
Figures cannot use any special power to pass over a column.
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL100.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL101.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL102.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL103.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/SL104.jpg
I'm definitely going to have to play a battle for my own fun tomorrow night. This map really adds something to the C3G map collection, and I think this would also go great with DnD Scape as well.
Outstanding job, Map Department!
Edit: Grrrrr, empty rep cannon! :(
Good Pig
October 20th, 2011, 08:40 PM
Good catch on the special rule. The pictures look great david. You da man! :D Thanks for the assist here. :thumbsup:
I tried to rep you, but alas I need to seek out others first.
davidlhsl
October 20th, 2011, 09:03 PM
I tried to rep you, but alas I need to seek out others first.
No problem! I haven't been able to rep most of the people I've wanted to recently. I may have to take a "Rep Flushing Tour." That's where you branch out to other areas of the forum and just rep people at random to flush your rep cannon.
Hi! You're post isn't really interesting, but I really need to clear my rep gun for GoodPig. -davidlhsl
There's also "Necro Rep Flushing," where you rep posts from 2 or more years ago.
I think your speculation on the upcoming Zombies of Morindan is interesting. We'll see when the wave is released. I wonder if I can rep GoodPig now? brb -davidlhsl
Of course, there's always the "Bank Shot Rep."
Hi! Think you can rep GoodPig for me? He's got an awesome map, so check it out. Tell him I sent you. -davidlhsl
I'm kidding, of course! :)
Good Pig
October 20th, 2011, 09:46 PM
You're in the right place at the wrong time! +rep :lol:
Love the upcoming zombie speculation. That's awesome. :lol:
Scapemage
October 20th, 2011, 09:52 PM
You're in the right place at the wrong time! +rep :lol:
Love the upcoming zombie speculation. That's awesome. :lol:
December 21st, 2012. Mark your calenders.
Taeblewalker
October 20th, 2011, 10:54 PM
Who's afraid of the Zombie Hulk, the Zombie Hulk, the Zombie Hulk...
Who's afrai--aahhhhhhh!
*crunch*
"Brains!"
A3n
October 20th, 2011, 11:54 PM
Question: Since this is a competitive map, shouldn't start zones be established?
I had the start zones plotted out on layer 2 of the map. Should they have been placed on layer 1? Maybe A3n knows what happened.
The pdf is also missing the special map rule about not flying over columns.
Yep, that's what happens when you rush. :p
Will fix tonight or tomorrow morning.
A3n
October 21st, 2011, 10:06 AM
PDF updated.
johnny139
October 21st, 2011, 10:29 AM
Looks awesome. :D I really do love your Map PDFs; very sharp and professional looking. I've started printing them out, even though I've got the files to look at online, just because they're so cool looking!
quozl
October 21st, 2011, 10:45 AM
Pre-YEA to finalize.
(I've always wanted to do that!)
Good Pig
October 21st, 2011, 01:34 PM
PDF updated.
Awesome, thank you. :D
One last thing and I'm not sure if it's a gotta have, looking at Swamp Lab and some of the other competitive maps the jpgs have the start zones overlayed on top of the 3d rendering of the map.
A3n
October 21st, 2011, 07:35 PM
PDF updated.
Awesome, thank you. :D
One last thing and I'm not sure if it's a gotta have, looking at Swamp Lab and some of the other competitive maps the jpgs have the start zones overlayed on top of the 3d rendering of the map.
Actually they shouldn't be pic for those maps. If somebody wants to get a list of all those that I forgot to remove the SZs from the pic I will fix.
Cheers
davidlhsl
October 21st, 2011, 09:30 PM
Actually they shouldn't be pic for those maps. If somebody wants to get a list of all those that I forgot to remove the SZs from the pic I will fix.
Cheers
Not sure if any of these pdfs were updated since I downloaded them, but here's my list of maps with start zones in the pics:
Akali Lake
Swamp Lab
Crime Alley
Martian Warzone: The Heat
Platforms 5&6
X Marks the Spot
Spot Marks the Fire Hydrant
Good Pig
October 22nd, 2011, 06:25 PM
Looks like we're all set on this map then. :)
I propose we finalize.
A3n
October 22nd, 2011, 06:31 PM
Yea
Hahma
October 22nd, 2011, 06:49 PM
yea
Good Pig
October 22nd, 2011, 06:53 PM
Thanks guys. Need: Taeblewalker :)
Griffin
October 22nd, 2011, 07:07 PM
Yea. Great map.
johnny139
October 22nd, 2011, 07:09 PM
YEA for sure.
Taeblewalker
October 22nd, 2011, 08:15 PM
Yea.
Good Pig
October 22nd, 2011, 09:23 PM
This passes! :woot:
Margloth
October 23rd, 2011, 07:15 AM
Sweet. Another great map!
davidlhsl
October 23rd, 2011, 07:42 PM
Here’s the battle I played on Sewer Labyrinth. I drafted Zauriel and Yellow Lanterns as a shout-out to Scapemage for all his hard work. :D
Team A: Zauriel, Captain Marvel (Mar-Vell), Ronan (1080)
Team B: Yellow Lantern (Sinestro), Yellow Lantern (Arkillo), Sinestro Corps Soldier x 4 (1080)
Ronan accuses Sinestro of being too yellow.
Round 1
A: Ronan flies ahead.
B: Arkillo motivates his Insurgents my destroying SCS Red, then flies forward.
A: Capt. Marvel flies ahead.
B: SCS White flies forward, then SCS Green joins him with Tactical Formation.
A: Zauriel flies forward.
B: SCS Blue flies forward. SCS White flies forward and is highly motivated to fire at Capt. Marvel, aware of the Cosmic Awareness automatic shield and counterstrike. 4sk vs 2+1sh = 1 wound (4 left).
Round 2
A: Ronan engages SCS White and strikes. 3sk. SCS burns a battery marker (1 remaining).
B: SCS White strikes Ronan. 4sk vs 2sh/2sk = 2 wounds (4 left) and 2 knockback spaces. Ronan slams into a battlement and takes a wound (3 left). SCS Blue flies into the center and fires up at Ronan. 3sk vs 2sh = 1 wound (2 left).
A: Capt. Marvel pulls back and fires at SCS White. 5sk. I think SCS White will remove the final Battery Marker (0 remaining).
B: Sinestro flies forward and joins Arkillo.
A: Zauriel flies into the water on the other side of the column where SCS White and Blue are located. He unleashes his Angelic Scream (which I believe you’ve changed to Cry). 2 skulls. SCS White = 0sh = KO (whoops - he had 3 life, so should've been 1 life left)! SCS Blue rolls defense = 1sh = 1 wound (2 left).
B: SCS Blue lands next to Ronan and strikes. 2sk vs 0sh/5sk = KO! SCS Green fires down on Zauriel. 3sk vs 0sh = 3 wounds (Ouch!).
Round 3
B: SCS Blue engages Zauriel and strikes down. 1sk vs 3sh/1sk. SCS Green fires down at Zauriel. 4sk vs 1sh = KO!
A: Zauriel loses a turn.
B: Sinestro also gets the Insurgent Motivation bonus and fires at Capt. Marvel. 2sk vs 2+1sh = 1 wound on Sinestro (4 left)! That Capt. Marvel is Cosmically Aware!
A: Capt. Marvel plunges forward and strikes Sinestro. 5sk, and Sinestro burns a Battery (3 remaining).
B: SCS Green fires at Capt. Marvel. 4sk vs 1+1sh = 2 wounds (2 left). SCS Blue strikes Capt. Marvel. 2sk vs 1+1sh/2sk.
A: Zauriel loses a turn.
Round 4
B: Sinestro strikes Capt. Marvel with Force of Fear. 5sk vs 0+1sh = KO!
Survivors: Sinestro (1 wound/3 batteries), Arkillo (0 wounds/2 batteries), SCS Blue (1 wound/2 batteries), SCS Green (0 wounds/2 batteries).
Good Pig
October 23rd, 2011, 07:57 PM
A blow out for the Yellow Lanterns nasty! I've only played them once or twice and haven't had any games like that.
Thanks for sharing the report david! :)
Scapemage
October 23rd, 2011, 09:17 PM
A blow out for the Yellow Lanterns nasty! I've only played them once or twice and haven't had any games like that.
Thanks for sharing the report david! :)
Yellow Lanterns are a very powerful faction. The SCSs don't do much, but Arkillo and Sinestro simply wreck face.
Hahma
October 23rd, 2011, 09:26 PM
I've never used Arkillo, the SCS or Captain Marvel (Mar-Vell) yet. I have recently tried Ronan and he was cool, especially with like 10 Kree Scouts in his army. The Scouts are great for getting a couple nice ranged attacks and teleporting other Kree Heroes adjacent to them. It works nice to Teleport Ronan and another Scout adjacent to the first activated Scout, then attack with that Scout and the second Scout for some nice ranged attacks +1 from being adjacent to Ronan. Or of course you could attack with the first Scout and take a turn with Ronan right after instead of the other Scout. :D
Good Pig
October 23rd, 2011, 11:41 PM
I don't have any of the Kree yet. I need to get on that. Cool little faction budding. I hope the public keeps the designs coming. :D
KravKittyRenee
December 22nd, 2011, 01:14 PM
excellent penguin by the way
quozl
December 22nd, 2011, 01:28 PM
excellent penguin by the way
Thank you! (I'm guessing you're talking about the penguin in my signature.)
I see you're new to the site. Have you tried out any of the C3G custom superheroes?
A3n
December 22nd, 2011, 04:41 PM
excellent penguin by the way
Welcome, put your feet up & hang for a while. There's plenty to see & a whole C3G world to explore.
IAmBatman
September 16th, 2012, 11:45 AM
Links updated, but jpeg at least needs to be moved.
A3n
September 16th, 2012, 05:19 PM
Fixed :up:.
IAmBatman
September 16th, 2012, 06:25 PM
You, sir, are a whirlwind. :up:
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