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johnny139
August 13th, 2011, 01:44 AM
The Book of the Madripoor Marina Map

A C3G Casual Map

http://c3ggames.com/C3G/released/maps/C3G_MadripoorMarina.png
Download the PDF File (http://c3ggames.com/C3G/released/maps/C3G-MAP_MadripoorMarina.pdf)

Required Sets: Rise of the Valkyrie™ Master Set, Battle for the Underdark™ Master Set, Marvel the Conflict Begins™ Master Set, Fortress of the Archkyrie™

SETUP:
Turn a Glyph of Mysterious Artifact and a random Equipment Glyph symbol-side up, shuffle them, then place them on the spaces marked with a ?. The Glyph of Mysterious Artifact has no effect and is removed from the battlefield when revealed.

SPECIAL RULES:
Dirty Water: Shadow spaces are also considered to be water spaces (figures must stop their movement when entering one).

MAP BIO: Madripoor has been called a "place for the very rich and the very poor," with the ports and harbors across Lowtown among the poorest. While its old crumbling waterfronts are home to pirates, smugglers, and worse, those seeking treasure may find their rewards worth the risk... but I wouldn't visit after dark.

_________________________________________________________________

-Rulings and Clarifications-
N/A-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
N/A

johnny139
August 13th, 2011, 01:44 AM
Based on the famous island of Madripoor in the Marvel Universe (one of Wolverine's common hangouts), it's a pretty simple "crescent harbor" setup based on the COMMON AESTHETIC (http://media.comicvine.com/uploads/0/229/99714-104780-madripoor.jpg) of the place. A nice run-down cove with some goodies in the harbor - I like the idea of one being a useful weapon and the other being a piece of junk.

I have it set up right now and it looks great, but there's some tight squeezes that might be tough to manage gameplay-wise. I'll give it a few playthroughs over the weekend (and test out some Avengers!) to see how it works. There's height, but a lot of hiding places to compensate, so I imagine there'll be an interesting "urban warfare" playstyle to it.

VirtualScape file should be forthcoming! I sent it off to Mr. Tickle for uploading.

Taeblewalker
August 13th, 2011, 01:48 AM
It looks like you really shouldn't need two RotV to make a map with this somewhat austere theme. I'm sure that with all the height you have it's necessary to some degree, but I would like to have a look at it when I have a chance, and see if we can't remove a set requirement.

johnny139
August 13th, 2011, 01:57 AM
Height-wise you could easily fudge it down to a single Master Set (I pretty much just used the 24-hexers, so with hollow centers it would be easy to bring it up with just one), but the water is the real set eater. It uses all 42 pieces, and it'd be tough to shrink down that harbor to 21 without it looking strange.

Hidicul
August 13th, 2011, 03:38 AM
Why not replace 1 RotV with a SotM? It still wouldn't be 42, but it also wouldn't be 21. The problem I have with using 2 RotV's on a map, is that late starters like me are lucky to have 1 RotV let alone 2 of them. I really wish I had molding supplies so I could make another RotV among other things.

Taeblewalker
August 13th, 2011, 04:07 AM
Why not replace 1 RotV with a SotM? It still wouldn't be 42, but it also wouldn't be 21. The problem I have with using 2 RotV's on a map, is that late starters like me are lucky to have 1 RotV let alone 2 of them. I really wish I had molding supplies so I could make another RotV among other things.

If you're willing to use all 34 swamp water and 8 water hexes, and say it's an algae-soaked harobor, that actually works pretty well. Just say that the water hexes are all "water," in terms of depth, stopping movement, and negating falling damage.

Scapemage
August 13th, 2011, 08:00 AM
Now that looks quite cool. :up:

Hahma
August 13th, 2011, 08:27 AM
Now that looks quite cool. :up:

Yes it does. Great job Johnny!

tcglkn
August 13th, 2011, 10:43 AM
VirtualScape File (http://www.heroscapers.com/community/downloads.php?do=file&id=3352)

johnny139
August 13th, 2011, 12:58 PM
Thanks T-Dawg!

While I'm personally in favor of keeping it at two Master Sets, I imagine that's mostly because I have two Master Sets. :p I'll see what I can do with an SotM in the mix.

Good Pig
August 13th, 2011, 02:09 PM
Looks awesome johnny :D. I'd love if it was brought down to one master set as well. I'm one of those late comers with just one set too.

As another thought, could you use a Dungeon set instead of a Swamp set to make use of the rocks in the harbor? I think that set comes with some water tiles too. Or people can always get one of those lexan water mats.

johnny139
August 13th, 2011, 02:20 PM
Alright, here it is with Swamp and with Dungeon.

http://i.imgur.com/3Lqg7.png

http://i.imgur.com/3Qm9o.png

I had to cut two ruins, too, which hurts things, but what else can you do? I didn't add any shadow to the Dungeon one, but I'm sure it could be.

(I still like two RotV. :p)

Good Pig
August 13th, 2011, 02:23 PM
I really dig the dungeon version and think some shadow tiles could spice it up a little. :D

Just an idea...you could swap out every other water tile along the cliff side and reallocate some of those as well.

Hahma
August 13th, 2011, 03:22 PM
Alright, here it is with Swamp and with Dungeon.

http://i.imgur.com/3Lqg7.png

http://i.imgur.com/3Qm9o.png

I had to cut two ruins, too, which hurts things, but what else can you do? I didn't add any shadow to the Dungeon one, but I'm sure it could be.

(I still like two RotV. :p)

Well I like 6 RotV :D

Good Pig
August 13th, 2011, 03:41 PM
Well I like 6 RotV :D

That sounds epic. :) Have you made any maps using all 6 sets?

Hahma
August 13th, 2011, 04:12 PM
Not that I can recall offhand. I've also got 3 Forest/Road sets, 3 Castle sets, 3 Ticalla Jungle sets, 1 Vocarren Wasteland, 2 SOTM, 2 Marvel, 3 DnD, 1 lexan water mat and 2 lexan city mats. So I've never had just all 6 ROTV sets up. I think one time I had all 3 castles and maybe 4 ROTV and a couple Forest/Road sets up together. Now I usually try to keep 3 maps set up at all times with 2 of them on my baker's rack in my office and one on my desk. I build them on small pieces of drywall so as to be able to move them easily from shelf to table or desk to shelf etc.

Here's (http://www.heroscapers.com/community/showthread.php?t=3670) a decent sized map that I did almost 5 years ago.

Here's (http://www.heroscapers.com/community/showthread.php?t=6551) one that is more spread out.

Here's (http://www.heroscapers.com/community/showpost.php?p=879293&postcount=45) one that took only 3 ROTV and some jungle and castles. I was using some A-Z customs on this one way back when and mentioned it somewhere and Bats recruited me. :D


I will say that in the case of this map Johnny has going on, one of those lexan water mats would really solve the water issue and needing a second ROTV just/mostly for the water.

Good Pig
August 13th, 2011, 04:40 PM
That looks sweet! Love the river and woods dividing the two sides. :)

I don't think any C3G maps have ever required the use of a Lexan mat, but I agree it would be a good solution to make up for whatever water tiles are needed. I ordered a butt ton of water tiles from Auggie's way back when before I knew about the Lexan mats.

Hahma
August 13th, 2011, 04:46 PM
Thanks! The big castle one is one of my all time favorites. The only problem is that I did it all by free hand and never made a VS file for it. Ugh! :-(

And yeah, the extra water tiles that you got are for sure nice and make it more flexible than the water mat. I mean you can put a little water here and there or make a long river etc. The mat is really helpful in set up time for a map like Johnny's where you want a real big body of water. I did use it one time to make a pretty nice river between 2 castles one time. But you will likely use those extra water tiles more than you would the water mat, unless you make a lot of maps with harbors or lakes etc.

quozl
August 13th, 2011, 06:24 PM
Looks good, Johnny! I prefer the swamp version.

Griffin
August 13th, 2011, 07:16 PM
I like the dungeon version the best.

Hahma
August 13th, 2011, 07:51 PM
I like the dungeon version the best.

I agree.

A3n
August 13th, 2011, 08:10 PM
I like the dungeon version the best.

I agree.

:word:

johnny139
August 14th, 2011, 01:10 AM
Alright, so I just played a game with the original version in the first post (which you can read about in EXTREME detail HERE (http://www.heroscapers.com/community/showthread.php?p=1460685#post1460685)), and it was a lot of fun. Much more fighting in the bay area than I expected, but since virtually everyone was a flier or had some sort of mass movement, the sides didn't get too much action. I feel like more melee-centric armies would use it more.

In any case, I was originally against getting rid of the other two ruins pretty solidly, but since that area back there barely got used as-is, it should be fine to drop them. And, on the other hand, adding some Line of Sight blockers to the bay would be really useful, so the Dungeon would help there, too. I'll work on it over the next few days. :D

johnny139
August 14th, 2011, 01:28 PM
Alright, so here's the latest draft.

http://i.imgur.com/gQMDx.png

The Shadow Tiles in the bay are supposed to be oil slicks - a good way to make it look grimy and keep the water area the same size despite being three tiles short. Moves around one of the ruins to make it block off the start zone better. Moved the islands, too, and the rocks.

Good Pig
August 14th, 2011, 01:39 PM
Looks great johnny! :D I'll giving this one a spin when the changes are finalized!

Griffin
August 14th, 2011, 01:39 PM
I do like the "oil" but I liked it better when figures had to sacrifice movement by jumping in the water to get the glyphs.

johnny139
August 14th, 2011, 01:41 PM
Oh, I figure the oil will function just like water - stopping movement and all, but giving a defensive boost, too. Letting people just walk right over would be a bit too easy. :D

Griffin
August 14th, 2011, 01:45 PM
..... how many special rules do you want to add to this "casual" map?

johnny139
August 14th, 2011, 01:55 PM
One - oil slicks. What else would there be (unless you count the Glyphs as "special rules")?

johnny139
August 21st, 2011, 12:43 AM
I played another game, this time with the updated oceanic stuff - as I expected, it was mostly ground-based characters (Daredevil, Elektra, Gorilla Grodd, Scarecrow, Echo, Molly Hayes...) and so a lot more action was on the upper area. And the castle got a lot of workout, too, so I'm pretty happy with this map as-is.

I'll re-edit the water to match the current build and get the new VirtualScape out soon. :D

Good Pig
August 21st, 2011, 08:07 AM
Awesome. :) Reminds me I need to get my butt in gear on Sewer Labyrinth.

tcglkn
August 21st, 2011, 08:12 AM
Updated file (http://www.heroscapers.com/community/downloads.php?do=file&id=3364)

johnny139
August 21st, 2011, 02:20 PM
And the first post is updated with the current build.

Any thoughts?

Taeblewalker
August 21st, 2011, 03:18 PM
A shadow bridge across the water! Very cool.

Good Pig
August 21st, 2011, 04:49 PM
Fantastic work. :) Let's get this sucker in play testing.

johnny139
August 21st, 2011, 05:10 PM
A casual map doesn't require playtesting, unless I'm mistaken. Though I would appreciate any tests beyond my own.

davidlhsl
August 21st, 2011, 06:51 PM
Take a trip down to the Marina, where the Salzige Heringe licorice treats are biting if you brought the correct bait.


http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/Marina01.jpg

http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/Marina02.jpg



Edit: Don't forget to update the set requirements on the OP:
1 RotV Master Set, 1 D&D Master Set, 1 Marvel Master Set, 1 Fortress Set

Hahma
August 21st, 2011, 07:04 PM
Looks awesome Johnny 8)

Thanks for showing the build pix David :thumbsup:

Margloth
August 22nd, 2011, 08:25 AM
Look's pretty frickin' sweet! Nice job!

johnny139
August 24th, 2011, 12:35 AM
Alright, well, I'm confident in the quality of this map both aesthetically and mechanically, so I'll take this opportunity to call a VOTE FOR FINAL EDITING!

A3n
August 24th, 2011, 01:30 AM
Yea

Griffin
August 24th, 2011, 01:48 AM
Yea

Hahma
August 24th, 2011, 06:46 AM
yea

Good Pig
August 24th, 2011, 07:44 AM
Yea

quozl
August 24th, 2011, 11:55 AM
Yea

Taeblewalker
August 24th, 2011, 12:45 PM
Yea

quozl
August 24th, 2011, 12:55 PM
That's everyone!

johnny139
August 24th, 2011, 05:04 PM
Alright, all we need is a PDF and a build confirming it's accurate.

A3n
August 24th, 2011, 05:38 PM
Alright, all we need is a PDF and a build confirming it's accurate.

I probably can't get to this until the weekend (today is Thursday here so not to long :D).

Cheers

davidlhsl
August 26th, 2011, 10:06 PM
I can’t just let this map sit here without a game. Would you believe this is the first time I’ve actually played this matchup?

Team X-Men (XM): Professor X, Cyclops, Jean Grey, Iceman, Beast, Angel
Team Brotherhood (BM): Magneto, Toad, Blob, Pyro, Nightcrawler, Mystique


Round 1
XM: ProfX gives turn to Iceman, who steps to front of left ruin. ProfX gives turn to Angel, who carries ProfX behind the left ruin.

BM: Nightcrawler Bamfs to the right glyph. It’s the Mysterious Artifact Glyph, which is a dud.

XM: ProfX gives turn to Iceman, who Ice Slides to left glyph. It’s the Makluan Energy Rings. I’m loving the big rock outcropping in the middle of the water, as Nightcrawler is completely out of sight of both Iceman and a potential Optic Blast from Cyclops. ProfX gives the next turn to Cyclops, who moves towards the back in hopes of getting a line of sight. I physically removed the left structure to get an eyeball line of sight view to see if Cyclops can see Nightcrawler. Nightcrawler’s arm is visible, so I replace the structure (nice!). Cyclops fires down on Nightcrawler. 0 skulls.

BM: Magneto keeps the Magnetic Shield and flies to the roof of the right structure.

XM: ProfX gives turn to Cyclops, who attacks down at Nightcrawler again. 0 skulls! ProfX gives next turn to Iceman, who Ice Slides to the road space at the water’s edge. Iceman decides not to attack, as that might trigger Nightcrawler’s Bamf. Instead, he uses the Makluan Energy Rings to target Nightcrawler. D20=8=1 wound (3 left).

BM: Pyro steps in the open and targets Iceman for Living Flames Special Attack. 3 skulls vs 1 shield = 2 wounds (2 left). The rings land next to Pyro.

Round 2
XM: ProfX gives turn to Iceman, who Ice Slides next to Pyro and attacks with Deep Freeze Special Attack. 1 skull vs 1 shield. ProfX gives turn to Jean Grey, who moves between Angel and Cyclops.

BM: Magneto flies down to the base of the ladder and takes the Makluan Energy Rings. He attacks Iceman. 3 skulls vs 1 shield/1 skull = 2 wounds = KO! Bad move on my part putting Iceman that far forward.

XM: ProfX gives turn to Cyclops, who positions himself for an Optic Blast on Nightcrawler to bypass the Teleport Evade. 2 skulls vs 2 shields. Cyclops’ luck is terrible! ProfX gives turn to Angel, who carries ProfX adjacent to the left structure. This is to put Cyclops in range of both ProfX and Angel for protection.

BM: Nightcrawler Bamfs to top of Warehouse Ruin.

XM: ProfX gives turn to Cyclops, who attacks Pyro. 3 skulls vs 1 shield = 2 wounds (2 left). Prof X gives turn to Beast, who moves back next to Jean Grey and ProfX.

BM: Pyro moves behind warehouse ruin.

Round 3
BM: Nightcrawler Bamfs next to Cyclops, but can’t attack due to adding +5 to his move.

XM: ProfX gives turn to Cyclops, who attacks Nightcrawler with Optic Blast. 3 skulls vs 1 shield = 2 wounds (1 left). ProfX gives turn to Jean Grey, who moves in front of Angel. She tries to Telekinesis Nightcrawler. D20=4=fails. Jean strikes at Nightcrawler. 2 skulls. Nightcrawler Teleport Evades (d20=20). However, Jean checks Psionic Grip. D20=5=fails, so Teleport Evades succeeds.

BM: Mystique moves next to Magneto and fires at Cyclops. 1 skull vs 1 shield.

XM: ProfX has Cyclops move back and to the left to align Nightcrawler for an Optic Blast. 2 skulls vs 1 shield = KO. ProfX has Angel Carry ProfX to back of map.

BM: Nightcrawler loses turn.

XM: ProfX gives turn to Beast, who moves next to ProfX. ProfX gives turn to Jean Grey, who moves to the right of Beast. The X-Men are aligned along the back part of the map.

Round 4
XM: ProfX gives turn to Beast, who moves behind warehouse ruin next to Pyro for an attack. 3 skulls vs 1 shield = 2 wounds = KO! ProfX has Angel carry him to the right in clear sight of Beast.

BM: Pyro loses a turn.

XM: ProfX gives turn to Cyclops, who moves to the left of Angel. Cyclops can’t see anyone. ProfX gives turn to Jean Grey, who moves behind warehouse ruin in front of Beast. She tries Telekinesis on Magneto. D20=20=succeeds! Magneto is pulled towards her. D20=18=1 wound on Magneto (3 left). The Makluan Energy Rings lands next to the X-Men. Jean attacks Magneto, who still has his Magnetic Shield. 3 skulls vs 1+1 shield=1 wound (2 left).

BM: Mystique tries to climb ladder, but Jean’s Psionic Grip prevents movement (d20=18). So Mystique fires at Jean Grey. 0 skulls.

XM: ProfX gives turn to Cyclops, who takes the rings and fires an Optic Blast at Magneto. 3 skulls vs 0+1 shield=2 wounds=KO! ProfX gives turn to Jean Grey, who uses Telekinesis on Mystique. D20=17=succeeds. D20=9=no wound. Jean attacks Mystique. 2 skulls vs 1 shield = 1 wound (4 left).

BM: Magneto loses turn.

Round 5
BM: Mystique tries to move (d20=10=Jean’s Grip fails). Mystique takes the ladder for height and fires down on ProfX to try to burn his X Marker. 1 skull, and ProfX defends. 2 shields!

XM: ProfX gives turn to Cyclops, who moves in front of Jean Grey and fires up at Mystique. 3 skulls vs 4 shields. Cyclops uses the Energy Rings on Mystique. D20=20=3 wounds=1 left. ProfX has Angel Carry him right side of map.

BM: Toad Stealth Leaps to top of right structure.

XM: ProfX gives turn to Cyclops, who fires up at Mystique. 2 skulls vs 2 shields. Cyclops tries the Rings. D20=1=nothing. ProfX gives turn to Jean Grey, who steps in front of Cyclops and tries Telekinesis on Mystique. Jean gets +1 for being next to ProfX. D20=16+1=succeeds. Mystique is knocked down onto the road at ground level. D20=11=1 wound=KO!

BM: Toad moves to middle of ladder and uses Caustic Phlegm Special at Jean Grey. 1 skull doubled = 2 skulls, and ProfX reveals the X for Psychic Defense.

XM: ProfX gives turn to Cyclops, who moves in front of Jean and attacks Toad with Optic Blast. 3 skulls vs 3 shields. Cyclops uses the Rings. D20=2=nothing. ProfX gives turn to Jean Grey, who attempts Telekinesis on Toad. D20=17+1=succeeds. Toad slams onto the ground level road. D20=5=no wounds. Jean fires down on Toad. 2 skulls vs 0 shields = 2 wounds (2 left).

Round 6
BM: Toad attempts to move (d20=14+1=held by Psionic Grip).

XM: ProfX gives turn to Cyclops, who fires down at Toad. 4 skulls vs 1 shield = 3 wounds = KO! ProfX sends Beast in front of Cyclops.

BM: Toad loses turn.

XM: ProfX gives turn to Angel, who carries ProfX to top of right structure. ProfX gives turn to Jean Grey, who climbs to 2nd rung of ladder.

BM: Blob moves to engage both Jean Grey and Beast. Blob strikes Jean. 1 skull vs 2 shields/4 skulls.

XM: ProfX gives turn to Beast, who attacks Blob. 2 skulls vs 1 doubled shield = 2 shields/4 skulls. ProfX gives turn to Cyclops, who attacks Blob. 2 skulls vs 2 doubled shields = 4 shields. Cyclops uses the Rings. D20=19=3 wounds (3 left).

Round 7
BM: Blob strikes Beast. 2 skulls vs 1 shield/3 skulls = 1 wound (4 left).

XM: ProfX gives turn to Beast, who uses Negotiation to remove an order marker. Cyclops attacks. 1 skull vs 2 doubled shields=4 shields. Rings = d20=10=1 wound (2 left).

BM: Blob strikes Beast. 3 skulls, and ProfX reveals the X for Psychic Defense.

XM: ProfX gives turn to Beast, who attacks. 1 skull vs 2 doubled shields/2 skulls. ProfX gives turn to Cyclops. 2 skulls vs 1 doubled shield. Rings = d20=10=1 wound (1 left).

BM: Blob loses turn due to OM3 removed from Negotiation.

XM: ProfX gives turn to Cyclops. 1 skull vs 2 doubled shields. Rings = d20=6=nothing. ProfX gives turn to Beast. 2 skulls vs 2 doubled shields/3 skulls.

Round 8
XM: ProfX gives turn to Cyclops. 1 skull vs 3 doubled shields. Rings = d20=8=1 wound=KO!

Survivors: All X-Men except Iceman, with only one wound on Beast.

Thoughts: Ok, setting aside my horrible play with the Brotherhood (should’ve kept the Brotherhood clustered similar to the way I played the X-Men, and used Magneto to bypass Professor X’s Psychic Defense to take him down), I enjoyed this map. The placement of the warehouse ruin along the edge means that figures might take the road hexes as a shortcut from one side to the next. Otherwise, you’ve got a long trek around the ruin. The 3-hex rock outcropping is great LOS blocking for the glyph grabbers. Based on your map rules, I assume the shadow spaces still provide +1 defense, even though they are also treated as water. I like the gamble you’ve provided by making one of the glyphs a dud.



And I'll take the map apart and keep the components ready for the pdf. Once the pdf is ready, I'll rebuild the map and report.

Griffin
August 27th, 2011, 04:18 AM
From what I can tell David, your only big mistake was not using Magneto's range of 6 and his Mental Shield to snipe Professor X who couldn't use Psychic Defense X. Great report though, and thanks for helping out here. :)

A3n
August 27th, 2011, 07:24 PM
BTW didn't we rule that the maps couldn't be fictional places specific to a universe? I thought we had make the names generic like real world places or made up names (or our own recently named city - Sanctum City).

Griffin
August 27th, 2011, 07:38 PM
At first yes, then we abandoned that and even recently confirmed that we abandoned that.

A3n
August 27th, 2011, 07:49 PM
At first yes, then we abandoned that and even recently confirmed that we abandoned that.

We abandoned that it couldn't be real world names, but I don't recall the universe specific names.

A3n
August 27th, 2011, 08:01 PM
OP updated with PDF.

davidlhsl
August 27th, 2011, 08:41 PM
I took down the map last night, so I was ready to assemble. I've rebuilt the map, and the build looks great.

Would you need to include the following in the pdf?

SETUP:
Turn a Glyph of Mysterious Artifact and a random Equipment Glyph symbol-side up, shuffle them, then place them on the spaces marked with a ?. The Glyph of Mysterious Artifact has no effect and is removed from the battlefield when revealed.

SPECIAL RULES:
Dirty Water: Shadow spaces are also considered to be water spaces (figures must stop their movement when entering one).

johnny139
August 27th, 2011, 09:01 PM
At first yes, then we abandoned that and even recently confirmed that we abandoned that.

We abandoned that it couldn't be real world names, but I don't recall the universe specific names.

I'm pretty sure we have open season on names - I mean, "Singapore Shipyard" would work just as well, but I personally like Madripoor as a setting.

Super job on the PDF, as usual, by the by. Still can't rep you, though!

I took down the map last night, so I was ready to assemble. I've rebuilt the map, and the build looks great.

Would you need to include the following in the pdf?

SETUP:
Turn a Glyph of Mysterious Artifact and a random Equipment Glyph symbol-side up, shuffle them, then place them on the spaces marked with a ?. The Glyph of Mysterious Artifact has no effect and is removed from the battlefield when revealed.

SPECIAL RULES:
Dirty Water: Shadow spaces are also considered to be water spaces (figures must stop their movement when entering one).


Thanks for being amazingly helpful, as always, and for bringing up the fact that the setup and special rules are missing.

A3n
August 27th, 2011, 09:44 PM
PDF updated with setup & special rules

johnny139
August 27th, 2011, 09:46 PM
That looks great to me! Anyone see an problems with the wording on the rules? They're clear to me, but I wrote them, so...

davidlhsl
August 27th, 2011, 09:59 PM
That looks great to me! Anyone see an problems with the wording on the rules? They're clear to me, but I wrote them, so...

The only question I initially had was whether shadow spaces also function as shadow tiles in addition to water spaces. I was able to tell from the wording that it did. (Shadow spaces are also considered...) So I think the wording is pretty solid.

Edit: Hey, and I had +rep for A3n as well! :D

Good Pig
August 27th, 2011, 10:59 PM
Pdf looks sweet! Nice work with this one. :)

Griffin
August 28th, 2011, 12:13 AM
Looks good. I would really like to get the special rules and setup on the PDF too though.

A3n
August 28th, 2011, 12:53 AM
Looks good. I would really like to get the special rules and setup on the PDF too though.

:wtf:

Griffin
August 28th, 2011, 12:57 AM
It wasn't there before, but now it is. I am ready now to vote Yea.

quozl
August 28th, 2011, 01:00 AM
We need a build from the PDF first.

A3n
August 28th, 2011, 01:06 AM
:?
It wasn't there before, but now it is. I am ready now to vote Yea.
It has been since...
PDF updated with setup & special rules
:D

Griffin
August 28th, 2011, 01:10 AM
Yeah well it wouldn't show for me. In fact, at some point, it temporarily locked up my Mozilla and I had to restart it. But it is working for me NOW.

johnny139
August 28th, 2011, 02:20 AM
We need a build from the PDF first.

Our always reliable davidlhsl has already taken care of it HERE (http://www.heroscapers.com/community/showthread.php?p=1469694#post1469694). I believe all of our ducks are in a row... so I formally PROPOSE THIS FOR RELEASE!

A3n
August 28th, 2011, 02:37 AM
Yea

Good Pig
August 28th, 2011, 10:36 AM
Yea

quozl
August 28th, 2011, 11:11 AM
We need a build from the PDF first.

Our always reliable davidlhsl has already taken care of it HERE (http://www.heroscapers.com/community/showthread.php?p=1469694#post1469694). I believe all of our ducks are in a row... so I formally PROPOSE THIS FOR RELEASE!

Ah ha! Then I vote Yea!

Griffin
August 28th, 2011, 11:45 AM
yea

johnny139
August 30th, 2011, 09:09 PM
And this passed quite a few hours ago! Thanks all; another map on the list.

Margloth
August 31st, 2011, 12:11 PM
And a very cool one at that!

IAmBatman
August 31st, 2011, 01:32 PM
Cool map. Just to clarify, a figure that could pass through water tiles without stopping (due to Slither or some other power) wouldn't have to stop in the dirty water either, correct?

Taeblewalker
August 31st, 2011, 04:03 PM
A belated yea; the hurricane had me distracted a bit these past few days.

johnny139
August 31st, 2011, 04:21 PM
Cool map. Just to clarify, a figure that could pass through water tiles without stopping (due to Slither or some other power) wouldn't have to stop in the dirty water either, correct?

That's what I intended - they act both as basic water tiles (figures stop, all units with water-based abilities such as Namor can utilize them) and shadow tiles (+1 defense, figures such as Mole Man benefit).

IAmBatman
August 31st, 2011, 05:26 PM
Cool map. Just to clarify, a figure that could pass through water tiles without stopping (due to Slither or some other power) wouldn't have to stop in the dirty water either, correct?

That's what I intended - they act both as basic water tiles (figures stop, all units with water-based abilities such as Namor can utilize them) and shadow tiles (+1 defense, figures such as Mole Man benefit).

Cool, just clarifying. I like the idea of a water space that Namor is extra hard to hit on. :-) Nice idea. Atlanteans are definitely higher on my radar right now, so it's always nice to see little touches like this. I'll try to keep this in mind if we ever do a future Atlantean scenario or anything.

Scapemage
August 31st, 2011, 05:48 PM
I like this too. Helps out some classic Shadow guys, and our awesome water guys. :D

Good Pig
November 30th, 2011, 12:25 AM
I've been meaning to put this map together for awhile now. Now I have a new initial I'll be working on where it will help to have plenty of water around. :)

johnny139
November 30th, 2011, 12:33 AM
Awesome. I really think it's one of the coolest looking maps around (but I'm a sucker for maps with a lot of water, and probably biased to boot).

It's really screaming for a scenario, too... maybe when we get some more Terrorists and HYDRA guys we can put together a "Wolverinve vs. the World" story. :D

IAmBatman
November 30th, 2011, 12:42 AM
Yeah, our increasing selection of awesomely thematic maps is really going to help in a couple of years when I've gotten through the majority of the units on my "bucket list" and decide to go scenario heavy for a bit. :-)

Good Pig
November 30th, 2011, 07:49 AM
I've got quite a few Terrorists drafted. :D All of them having run ins with Wolverine too.

At some point I plan on revisiting the Terrorist Training Camp map that I'd started and completely redoing it.

omael
December 2nd, 2011, 10:48 AM
This map works with my custom scenario in Sanctum City Pier (http://www.heroscapers.com/community/showthread.php?t=34877) too.

just saying.

Good Pig
December 3rd, 2011, 05:04 PM
It's even prettier in person than on screen. :)

Scapemage
March 24th, 2012, 12:05 PM
I can't believe I haven't played this map yet. This looks so awesome.

How do games go on this map? Has anyone felt that starting on one side has an advantage over the other? I am planning on playtesting on this map, but I'd like to know if it seems off-balance first.

johnny139
March 24th, 2012, 10:05 PM
From my games there's no significant advantage - generally speaking, flying figures will go right for the Glyphs while ground units move around the sides. Of course, the Glyphs are naturally unbalancing, since only is really, y'know... real. So one side will always have the advantage.

(Unless you're ignoring the Glyphs, and if so, there'll probably be less stuff going on in the water.)

Note I haven't really played any squad-based armies on this map - that could get a bit hairy.

IAmBatman
September 16th, 2012, 11:29 AM
PDF is good here. Jpeg needs to be moved.

A3n
September 16th, 2012, 05:14 PM
Fixed :up:.