View Full Version : The Book of Dark Dimension
johnny139
October 19th, 2011, 11:26 PM
The Book of the Dark Dimension Map
A C3G Competitive Map
http://c3ggames.com/C3G/released/maps/C3G_DarkDimension.png
Download the PDF File (http://c3ggames.com/C3G/released/maps/C3G-MAP_DarkDimension.pdf)
Required Sets: Rise of the Valkyrie™ Master Set, Battle for the Underdark™ Master Set, Volcarren Wasteland™
SETUP:
N/A
SPECIAL RULES:
N/A
MAP BIO: Beyond the boundaries of our dimension lie the Splinter Realms, pocket universes ruled by the likes of Mephisto, Molgotha, Hela, and more. Home to the Dread Dormammu, the Dark Dimension is one of these hellish planes. With its pits of fire and brimstone, its hanging stalactites and cold stone dungeons, its dark energy pervading every inch, only the hardiest of mystics can hope to survive there for long.
_________________________________________________________________
-Rulings and Clarifications-
N/A-Strategy, Tactics and Tips-
N/A-Heroscapers Community Contributions-
First playtest: omael (http://www.heroscapers.com/community/showpost.php?p=1522278&postcount=83)
Second playtest: Red Eyed Jedi (http://www.heroscapers.com/community/showpost.php?p=1523243&postcount=89)
tcglkn
October 19th, 2011, 11:53 PM
VirtualScape File (http://www.heroscapers.com/community/downloads.php?do=file&id=3440)
Good Pig
October 20th, 2011, 12:02 AM
I like it. Just wish I could put it together. No lava set. :( Maybe I'll follow Grishnakh's tutorial someday and create my own.
tcglkn
October 20th, 2011, 01:35 AM
BTW I like this map and hope to set it up at some point. :D
Scapemage
October 20th, 2011, 08:00 AM
Love the map with the new path around the lava. :up:
davidlhsl
October 20th, 2011, 09:05 AM
Very nice looking map, and it would be fantastic for a Capture the Flag type game (never played this type of game, but I'd like to). This is bigger than my poor card table, so I won't be able to put this one together -- now. I should get another one for maps such as this.
davidlhsl
October 20th, 2011, 08:46 PM
I just downloaded and checked out the VS file, and I notice it's designed at a diagonal. Counting the hexes, I think I can build this! :D
I've got a game to play on Sewer Labyrinth tomorrow night, so I should be able to set this up sometime this weekend.
After this map, I want to build Hol Hall!
So many great maps! :woot:
johnny139
October 22nd, 2011, 05:31 PM
So, anyone else have any other opinions on this map? I intend to give it a playtest or two soon, and assuming that goes well, send it off to testing.
quozl
October 22nd, 2011, 08:28 PM
Have you tried shifting the lava more toward the middle of the map? That way it's at a more advantageous location to grab height.
johnny139
October 23rd, 2011, 08:49 PM
Alright, so, played a pretty straightforward match earlier today.
TEAM 1 (1200 Points): Captain America (C3G), Incredible Hulk (Hasbro), Spider-Man (Hasbro), Thor
TEAM 2 (1190): Green Lantern: Hal Jordan, Batman: Bruce Wayne, Green Arrow: Oliver Queen, Black Canary, Wonder Woman
I won't go into too much detail, but Hal revealed the Glyph of Temporal Disturbance in the center of the battlefield... yeah, bad luck for the other guys. He ends up toasting the Hulk easily. But, the other guys keep back and lure him off, so, there's that. Black Canary tries to climb over the lava hill, but finds it quicker to just cut across. Captain America takes a lava bath. Thor gets toasted. It's a bad scene.
But, Spidey helps make a comeback. He baits Hal onto lava, which ultimately kills him at the end of the round. He tangos with Arrow and Canary, killing them both (Arrow by warping him into lava). He deals two wounds to Wonder Woman before being killed.
...
So, yeah. Temporal Displacement Glyph. Kind of... changed the scale of the battle. Think we should specify a Glyph for that spot, or just let the dice roll? Otherwise, it was pretty fair; most parts of the battlefield got at least some play.
davidlhsl
October 24th, 2011, 08:07 PM
Here you go! I almost didn't get started on this due to munching on sunflowers seeds. I'm trying to improve my "seeder" skills by putting several in my mouth at once, cracking them one at a time in my mouth, then spitting out the shells.
That's way more information than you wanted to know, isn't it?
I have two dungeon sets, so I used the 12 shadow tiles without the holes.
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD001.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD002.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD003.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD004.jpg
Scapemage
October 24th, 2011, 08:14 PM
Looks great! Can't wait to play on it!
omael
October 24th, 2011, 08:57 PM
Last time I did that I ended with bloody gums :shock:
This maps looks good, any recomendations in the random glyph department
Here you go! I almost didn't get started on this due to munching on sunflowers seeds. I'm trying to improve my "seeder" skills by putting several in my mouth at once, cracking them one at a time in my mouth, then spitting out the shells.
That's way more information than you wanted to know, isn't it?
I have two dungeon sets, so I used the 12 shadow tiles without the holes.
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD001.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD002.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD003.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD004.jpg
Red Eyed Jedi
October 25th, 2011, 03:54 AM
I use these for my random glyph pool:
Fear gas.
Smilex Bomb.
Time Bomb.
Team Up.
Cosmic Shielding.
Boom Tube.
Experimental Medicine.
Shrink Ray Gun.
Teleportation Belt.
Latverian Life Spell.
Probability manipulator.
Reinforcements.
Total of twelve glyphs, 3 negative effects, 3 permanent, 5 equipment, 1 temporary. I have found this to be a nice random glyph pool, but I put mine face down. If you put one face up you could drop a few off. Like the ones with the negative effects, and they really powerful ones like Probability Manipulator.
omael
October 26th, 2011, 12:38 AM
Thanks, i just don't use the bombs, just empty glyphs insteadI use these for my random glyph pool:
Fear gas.
Smilex Bomb.
Time Bomb.
Team Up.
Cosmic Shielding.
Boom Tube.
Experimental Medicine.
Shrink Ray Gun.
Teleportation Belt.
Latverian Life Spell.
Probability manipulator.
Reinforcements.
Total of twelve glyphs, 3 negative effects, 3 permanent, 5 equipment, 1 temporary. I have found this to be a nice random glyph pool, but I put mine face down. If you put one face up you could drop a few off. Like the ones with the negative effects, and they really powerful ones like Probability Manipulator.
davidlhsl
October 26th, 2011, 09:30 AM
If you opt for a specific glyph on this map, I think the Makluan Matter Rings Glyph would be perfect for this map.
I probably won't get to get a game on this until Thursday night at the earliest, but prelim thoughts: I am wondering whether the lava fields would ever see play. Due to height, the best path from the start zone is to advance along the left (as seen from the respective start zone). The single-hex pathway along the outer edge next to the molten lava would provide protection from knockback into the molten lava.
Margloth
October 26th, 2011, 09:31 AM
Nega Bands would be cool too, giving the bearer the opportunity to skip over the lava at the cost of a wound (and losing the Bands afterward).
Taeblewalker
October 26th, 2011, 12:29 PM
If you opt for a specific glyph on this map, I think the Makluan Matter Rings Glyph would be perfect for this map.
I probably won't get to get a game on this until Thursday night at the earliest, but prelim thoughts: I am wondering whether the lava fields would ever see play. Due to height, the best path from the start zone is to advance along the left (as seen from the respective start zone). The single-hex pathway along the outer edge next to the molten lava would provide protection from knockback into the molten lava.
This is a great idea, and one I used when I played on my Sauron's Eyrie map.
IAmBatman
October 26th, 2011, 02:56 PM
Hmm ... once I get Raven and Trigon designed, I could see some real great scenario possibilities for this map ... :twisted: Love the name.
Griffin
October 26th, 2011, 04:00 PM
Johnny, I had no idea this thread existed until just now. When you post a new map thread, will you please post a link to it in this thread?
C3G Map Maker's Discussion Thread (http://www.heroscapers.com/community/showthread.php?t=29135)
Hahma
October 27th, 2011, 10:32 AM
Johnny, I had no idea this thread existed until just now. When you post a new map thread, will you please post a link to it in this thread?
C3G Map Maker's Discussion Thread (http://www.heroscapers.com/community/showthread.php?t=29135)
I just saw it myself.
davidlhsl
October 27th, 2011, 08:49 PM
Here’s the battle!
Team A: Mr. Fantastic, Invisible Woman, Human Torch (Ha! I accidentally pulled out the Jim Hammond version. Replaced with Johnny Storm), Thing (1000)
Team B: Kingpin, Absorbing Man, Hush, Elektra, Hired Guns (1000)
Hush’s Obsessive Vendetta placed on Thing. Per my habit, figures placed at back of start zones. Random glyph.
Round 1
A1: Leader = 14. Human Torch flies to top of lava hill.
A2: Thing moves forward.
A3: Mr. Fantastic moves forward.
B: Hush gives Master Motivator turn to Absorbing Man. He decides not to Power Absorb (terrain protection) until he gets low on life. He moves forward.
A1: Leader = 5. Invisible Woman flies forward.
A2: Mr. Fantastic Stretch Walks to height between rock and lava.
B: Hush gives turn to Absorbing Man, who moves next to rock.
A1: Leader = 17. Invisible Woman flies to 3-hex dungeon height.
A2: Human Torch lands next to her.
A3: Mr. Fantastic moves into shadow “pool”.
B: Hush sends Absorbing Man to base of center hill and hopes for initiative. Absorbing Man is now out of LOS from Hush due to rock.
Round 2
A1: Tough break for Team B. Leader = 8. Human Torch lands on glyph. It’s the Glyph of Mysterious Artifact. I hadn’t defined it, so it’s just a dud. Human Torch fired down on Absorbing Man. 2sk vs 4sh.
A2: Mr. Fantastic holds.
B1: Kingpin gives turn to Absorbing Man, and pulls him back behind rock. This will protect him from Human Torch’s Flame On, and allow his team to regroup.
B2: Kingpin moves forward.
A1: Leader = 1 (Yikes!) Mr. Fantastic Stretches next to Invisible Woman on 3-hex knob.
B1: Kingpin sends Hired Guns forward. All approaches to map from start zones have avoided the lava hill with the exception of Human Torch.
B2: Kingpin moves behind Absorbing Man.
A1: Leader = 10. Thing moves forward.
A2: Mr. Fantastic holds.
B: Hush moves forward.
Round 3
B1: Kingpin sends Elektra ahead.
B2: Kingpin holds.
A1: Leader = 6. Thing reaches base of center hill.
A2: Mr. Fantastic holds.
B: Hush takes 2-hex dungeon tile next to lava hill.
A1: Leader = 1 (Wha---?) Mr. Fantastic joins Human Torch on center hill.
B: Hush gives turn to Elektra. She Phantom Walks through her forces and ends next to rock. She’s in front of Absorbing Man. Hey, I’m turtling!!!
A1: Leader = 8. Invisible Woman flies to center hill and is in range to fire down on Elektra. 1sk vs 1sh.
A2: Mr. Fantastic holds.
Round 4
A1: Leader = 6. Thing reaches center hill. The Fantastic Four are King of the Hill! Can Team B knock them down?
A2: Mr. Fantastic holds.
B1: Kingpin gives turn to Absorbing Man. Forget the lava protection, Absorbing Man wants to slam Invisible Woman! He roll 13, and gets 6 Absorbing Markers from Kingpin’s defense. Absorbing Man reaches base of center hill and strikes up at Invisible Woman with +6! 6sk vs 2sh/3sk = 4 wounds (1 left) and 3 knockback spaces. Human Torch is behind her, so they both roll for knockback damage! Invisible Woman = 1 wound = KO! Human Torch = 1 wound (4 left).
B2: Kingpin puffs on his cigar and holds.
A1: Leader = 6. Human Torch moves next to Absorbing Man, then Flame On! No wounds from engagement strike. D20 = 16 = 2 wounds on Absorbing Man (4 left, 4 Absorbing Markers). Human Torch lands on lava knob in center and fires down on Absorbing Man. 4sk vs 2sh = 2 wounds (2 left, 2 Absorbing Markers).
A2: Mr. Fantastic takes place where Invisible Woman was taken down to hold Absorbing Man down at base of center hill. He strikes down at Absorbing Man. 3sk vs 2sh/4sk = 1 wound (1 left).
B1: Kingpin gives turn to Absorbing Man. Absorbing Man removes his Absorbing Markers and tries to Power Absorb Mr. Fantastic’s defense of 5. D20 = 7 = 5 Absorbing Markers. (Note: He’s only engaged with Mr. Fantastic and his held, so Ball and Chain isn’t the best option here.) He strikes up at Mr. Fantastic with +5. 4sk vs 5sh/0sk = 4 knockback spaces. However, Human Torch once again blocks, so both check knockback damage. Mr. Fantastic = 0 wounds. Human Torch = 1 wound (3 left).
B2: Kingpin holds.
A1: Leader = 7. Human Torch lands next to Absorbing Man, then Flame On away, taking 1 engagement strike wound (2 left). D20 = 5 = KO for Absorbing Man!
A2: Mr. Fantastic retreats to 3-hex height nearest his start zone.
B: Hush steps forward on 2-hex tile between rock and lava hill and fires across at Thing with +1 Obsessive Vendetta. 2sk vs 2sh. (Note: He had the Order Marker. I didn’t mess up like I usually do and think he could take bonding turn from Kingpin.)
Round 5
B1: Kingpin gives turn to Hired Guns. Only one is in range to fire, and he fires up at Human Torch with Double Attack. 1sk vs 3sh. 2sk vs 1sh = 1 wound (1 left).
B2: Kingpin holds.
A1: Leader = 20. Human Torch wants to land in a good spot to put his Supernova to maximum use, but Team B is clustered pretty tightly, and the rock is also blocking a good landing spot. Hrm… Supernova does not require clear sight, so he’ll land at base of rock to put Elektra, Hush, and 2 Hired Guns in range. Nova Time = 3sk. That figures. Hired Gun = 2sh = KO! (3 remaining). Hired Gun = 2sh = KO! (2 remaining). Elektra = 1sh = 2 wounds (3 left). Hush = 3sh.
A2: Thing charges forward and lands down in the shadow pool below Hush to get the +1 shadow defense. Thing strikes up at Hush with Human Torch’s 4 wounds for Clobbering Time double attack!!! 4sk vs 2sh/3sk = 2 wounds (3 left) and 1 knockback space. That pulls Hush away from Things second attack!
A3: Mr. Fantastic holds.
B: Hush fires down on Thing with +1 Obsessive Vendetta. Thing gets the Shadow bonus. 4sk vs 2sh = 2 wounds (4 left).
A1: Leader = 20. Human Torch moves next to Hired Gun and Elektra and strikes up at Hired Gun. 2sk vs 2sh.
A2: Thing climbs up next to Hush and strikes with +4 Clobbering Time bonus. 4sk vs 1sh/3sk = 3 wounds = KO!
A3: Mr. Fantastic moves to enter hill, but not on lava knob.
B1: Kingpin gives turn to Elektra, who strikes down at Human Torch (Deadly Barrage is 50% of no wound, so the attack is better). 4sk vs 2sh = 2 wounds = KO!
B2: Kingpin climbs next to Thing and strikes. 3sk vs 3sh.
A1: Leader = 3. Mr. Fantastic steps next to Elektra and strikes up at her. 1sk vs 2sh/4sk.
Round 6
B1: Kingpin gives turn to Hired Guns, who fire down on Mr. Fantastic. 4sk vs 1sh = 3 wounds (2 left). 3sk vs 2sh = 1 wound (1 left). 2sk vs 2sh. 3sk vs 4sh. Whew!
B2: Kingpin strikes Thing. 4sk vs 2sh = 2 wounds (2 left).
A1: Leader = 12. Thing steps down off 2-hex tile to be engaged with Elektra, a Hired Gun, and Kingpin. That way, his two attacks due to Mr. Fantastic’s 4 wounds will prevent knockback from preventing a strike on another figure. He strikes up at Kingpin. 5sk vs 3sh/4sk = 2 wounds (3 left) and 1 knockback space. Thing strikes Elektra. 2sk vs 2sh/2sk. This is my sad face: Thing’s Clobbering Time is more like Slobbering Time.
A2: Mr. Fantastic Stretch Walks to 2-hex space above and next to Thing and strikes down at Elektra. 2sk vs 2sh.
B1: Kingpin gives turn to Hired Guns. The first moves up next to Mr. Fantastic while remaining engaged with Thing. He strikes at Mr. Fantastic. 0sk. 2sk vs 3sh. The second fires up at Mr. Fantastic. 3sk vs 1sh = 2 wounds = KO! He can fire his second attack on Thing. 1sk vs 2sh.
B2: Kingpin engages Thing and attacks. 3sk vs 1sh = 2 wounds = KO!
Survivors: Kingpin (2 wounds), Elektra (2 wounds), Hired Guns (2 remaining)
Rather than comment, I'll step aside and let the map department discuss.
johnny139
October 27th, 2011, 10:03 PM
Hmm, well, it seemed pretty balanced - poor luck on the Four's side leads to a fair victory from the Kingpin - but I'm a tad concerned that the lava ridges didn't get much play. Though I imagine an E-Glyph flying around would probably give them a bit more play.
Cool to see that even the shadow pools got some use. That's always nice.
Hahma
October 27th, 2011, 10:15 PM
It's only one game, so there's plenty of time for the whole map to get used. Lava is scary anyway. :)
And shadow tiles are always nice. On HYDRA Base Gehenna map, there is shadow in the center of two big structures, so if you want to cross through the center, if you are going to be at height disadvantage from a ranged unit on a structure, you might as well be on a shadow tile to get the extra defense. They always come in handy. :D
Nice report David. :thumbsup:
A3n
October 28th, 2011, 03:45 AM
What about if the 24 hexers were moved a little more behind the lava field mound like this:
http://c3games.com/C3G/released/maps/C3G_DarkDimensions.png
hsc file. (http://c3games.com/C3G/released/maps/C3G-MAP_DarkDimensions.hsc)
Griffin
October 28th, 2011, 04:11 AM
Great. Any way a tile or two can be added to the side of the lava hill next to the start zone so that figures have 1 more option for advancing out?
A3n
October 28th, 2011, 05:21 AM
Great. Any way a tile or two can be added to the side of the lava hill next to the start zone so that figures have 1 more option for advancing out?
I thought about that also but didn't want to change the design too much at once since I was the LD :D. I believe there were quite a few tiles left available, so it should be doable.
Griffin
October 28th, 2011, 12:50 PM
Well then I am highly in favor of it being added as an option for figures to move out of the start zone. It would actually be a dangerous path to take, because it is so close to the lava and because it would be a bottle neck for figures to get stuck in, but options are nice on a map.
Griffin
October 28th, 2011, 12:51 PM
Also, maybe a few more bumps on the dungeon part so it isn't so flat. Often times, Flat = Boring.
quozl
October 28th, 2011, 12:54 PM
Also, maybe a few more bumps on the dungeon part so it isn't so flat. Often times, Flat = Boring.
What do you think about moving the lava hills closer to the center?
Griffin
October 28th, 2011, 01:26 PM
I kinda like those where they are, as figures can easily start out hiding behind them and also take vantage points without being in danger from too many enemy figures, but be at risk with lava damage.
johnny139
October 28th, 2011, 02:11 PM
We're kind of short on Dungeon tiles, but I think they could be moved around a bit. I do like the artificial feel of it as-is, though.
Also, I do like the update at a glance, A3n, looks good to me.
Griffin
October 28th, 2011, 02:24 PM
It doesn't have to be Dungeon on top of Dungeon. You could use rock or sand and it would be just fine.
tcglkn
October 28th, 2011, 02:27 PM
Sand on height for the win. :D
johnny139
November 15th, 2011, 07:03 PM
Alright, this has stagnated a bit (mea culpa, mea culpa!), so how does this look?
http://i.imgur.com/XqEZU.jpg
We could probably boost up that little side hill path thing onto the lava hill if we're so inclined.
Scapemage
November 15th, 2011, 09:00 PM
Sand on height for the win. :D
I see where this is going. :up:
tcglkn
November 15th, 2011, 09:05 PM
You lost the sand. :(
johnny139
November 15th, 2011, 09:05 PM
There was never any sand. :p I tried it, but it was a major aesthetic clash; everything else on the board is lava, dungeon, or rock. Having two tiles of sand just felt out of place.
quozl
November 17th, 2011, 12:22 PM
I'd put the lava hills where the little rock paths are and make sure you have a nice flat area from the startzone so non-flyers can get going quickly.
Griffin
November 17th, 2011, 01:53 PM
Alright, this has stagnated a bit (mea culpa, mea culpa!), so how does this look?
http://i.imgur.com/XqEZU.jpg
We could probably boost up that little side hill path thing onto the lava hill if we're so inclined.
I think this looks great, but I would add maybe just a single hex on the side where the start zone meets the lava hill - that way there is the chance to route around the hill on either side.
Taeblewalker
November 17th, 2011, 01:55 PM
Griff, that might address Quozl's concerns with a lot less work.
Griffin
November 17th, 2011, 02:45 PM
Yeah, I hope so. Right now, I am really digging the lay of the land, and it has already taken a lot of hard work to get it this far. I think if we can make a couple of very small and elegant tweaks, it is for the best.
johnny139
November 19th, 2011, 03:23 PM
Alright, let's see how this looks.
http://i.imgur.com/EGNN1.png
Fiddled with things a bit in that corner, making one more path - an easier, more direct way up the lava hill, and of course a way around.
Griffin
November 19th, 2011, 04:06 PM
Nice. :D:up:
johnny139
November 19th, 2011, 04:21 PM
I've got it set up, so I'll try to give it a spin later and see how it plays.
quozl
November 19th, 2011, 06:22 PM
My concerns are twofold with all the height near the startzones:
1. It really slows down non-flyers. Count how many turns it would take a non-flyer with a move of 5 to reach the glyph compared to a flyer with a move of 5.
2. It may encourage just grabbing the height near the startzone and not leaving since it's safest there.
Let me know how it plays out.
johnny139
November 19th, 2011, 06:31 PM
Actually, now that I think of it, we still haven't considered what Glyphs to put down.
I feel like the Makluan Matter Rings would make sense. Maybe the Nega-Bands and some of the Fantastic Four E-Glyphs. Nothing that lets you move other figures, though; that completely imbalances things.
Should it be one specific Glyph or a list of Glyphs to randomize?
Griffin
November 19th, 2011, 08:06 PM
My concerns are twofold with all the height near the startzones:
1. It really slows down non-flyers. Count how many turns it would take a non-flyer with a move of 5 to reach the glyph compared to a flyer with a move of 5.
2. It may encourage just grabbing the height near the startzone and not leaving since it's safest there.
Let me know how it plays out.
All things like Glyphs, Terrain, DOs, special powers, etc, are designed by their very nature to create an unbalance. I am not concerned at all when a scenario favors one set of powers over another, as that has ALWAYS been part of the game. Look at the BoV Broken Skyline map. How well do you think Krug does on that map against Protectors of Ullar? ;)
Bullsh!t it is "safest there". It is lava field dude! :p Actually, now that I think of it, we still haven't considered what Glyphs to put down.
I feel like the Makluan Matter Rings would make sense. Maybe the Nega-Bands and some of the Fantastic Four E-Glyphs. Nothing that lets you move other figures, though; that completely imbalances things.
Should it be one specific Glyph or a list of Glyphs to randomize?
I personally do not prefer it when maps dictate what glyphs to use. I like just having a random glyph designation that I can place a glyph on from my glyph pool randomly. This is how BoV maps and Tournaments handle glyphs, and I prefer it.
johnny139
November 19th, 2011, 08:10 PM
So, we should just hope that people's personal "glyph pools" won't unbalance the map? I mean, being in the center of lava means just about any movement glyph will throw the entire game on its head.
Griffin
November 19th, 2011, 08:14 PM
Glyphs are meant to "unbalance" everything. So your question is very off to me. Glyphs unbalance things on both sides, so you maintain balance by equally distributing the "unbalancing".
Hahma
November 19th, 2011, 08:15 PM
I'd worry about Graviton, Jean Grey and Magneto more than Glyphs as those three can throw people on their heads and into the Lava. :twisted:
That said, Colossus and Absorbing Man aren't afraid of no stinking lava. :D
johnny139
November 19th, 2011, 08:20 PM
Glyphs are meant to "unbalance" everything. So your question is very off to me. Glyphs unbalance things on both sides, so you maintain balance by equally distributing the "unbalancing".
What I mean is that it would shift the game entirely from a battle to "whoever controls the Glyph that lets you teleport people into molten lava wrecks the other guy."
But I see your point that the same sort of shift occurs in any battle with Glyphs (particularly E-Glyphs), so, yeah, I think we're good!
Griffin
November 19th, 2011, 08:29 PM
Exactly. We always knew that glyphs were going to unbalance things, because that is their purpose by design. So we have tried to ensure "equal opportunities" to an extent by having figures drop them when taking wounds or dying (something Treasure glyphs don't give you). But to take Quozl's suggestion to the extreme, we would have to place glyphs always within 4 level walking spaces of start zones, so that Tiny 1 figures with a move of 4 could easily walk to get them without taking falling damage, having to climb, being beaten by faster units, etc. This of course is ridiculous, no offense Quozl. :D
quozl
November 19th, 2011, 10:06 PM
Exactly. We always knew that glyphs were going to unbalance things, because that is their purpose by design. So we have tried to ensure "equal opportunities" to an extent by having figures drop them when taking wounds or dying (something Treasure glyphs don't give you). But to take Quozl's suggestion to the extreme, we would have to place glyphs always within 4 level walking spaces of start zones, so that Tiny 1 figures with a move of 4 could easily walk to get them without taking falling damage, having to climb, being beaten by faster units, etc. This of course is ridiculous, no offense Quozl. :D
Yeah, don't take anything I say to an extreme. :p
What I mean is if it take a walking dude 6 turns to get to a place that a flying dude can get to in 2 turns,that might be a bit unbalanced for poor guy with the walking dude army in a tournament. (This is a competitive map, right?)
Griffin
November 19th, 2011, 10:28 PM
Armies should be flexible, as a good set of maps/games in a tournament should test the different limits of an army build. Each unit or army type WILL have weak points. Having a map that favors melee troops is fine. Having a map that favors flying units is fine. Having a map that favors lava resistant figures is fine. Having a map that favors swimmers is fine. etc. etc. etc.
Competitive maps should have opportunities for all types of units, but it IS to be expected for some terrain to favor some units more than others. There is absolutely nothing wrong with that.
quozl
November 19th, 2011, 10:30 PM
Right, I don't mind favoring. But just not to an extreme.
johnny139
November 19th, 2011, 10:32 PM
It's not that bad. It would take a Flying figure with 5 Move three turns to reach the Glyph and would take a non-Flying figure with 5 Move four turns. With 6 Move, the Flying figure could make it in two turns and the non-Flying figure could make it in three.
It'll favor Flying units, of course, but not to any extreme degree.
quozl
November 19th, 2011, 10:36 PM
OK, that's not bad at all. Must've been the angle of the picture that had me thinking it was more.
Griffin
November 19th, 2011, 10:41 PM
And any elevated terrain will ALWAYS favor Flying units to non-flying units, that is why we factor in the value of flying on units when we test them on these maps.
IAmBatman
November 19th, 2011, 10:45 PM
Do you need a glyph at all? I kind of prefer maps that come without built in glyph placement - leaves them more flexible for scenario designs.
Griffin
November 19th, 2011, 11:12 PM
I like maps that don't have Glyphs too. :up:
Taeblewalker
November 19th, 2011, 11:32 PM
http://www.heroscapers.com/community/gallery/files/9/4/dark_dimension_original.jpg
I made a path around the sides of the hills.
Here is the VS download (http://www.heroscapers.com/community/downloads.php?do=file&id=3465).
johnny139
November 20th, 2011, 06:35 PM
I did a brief test of the most recent build.
ARMY 1 - 790 POINTS
Kingpin
Two-Face
Scarecrow
Elektra
Hired Guns
ARMY 2 - 800 POINTS
Red Skull (C3G)
Green Goblin
Deathstroke
Shadow Thief
I'll give a brief runthrough. Green Goblin and Elektra both go around the side for the center Glyph, but Goblin makes it first - Makluan Matter Rings. Not the most useful, but nice to have. Red Skull comes up to help. Elektra is a big failure all around, and takes a lava bath thanks to the Cosmic Cube.
The Hired Guns smoke Red Skull quickly and easily, letting Two-Face grab the Cosmic Cube. Green Goblin takes down three of the Hired Guns before they can do anything to stop him. He ends up going down against Two-Face's assault, but not without a fight, Two-Face taking the hurt from the Cube and from the Goblin, who still has the Matter Rings and can't be damaged by the lava, but eventually he deals a wound, knocks it off, and melts him.
Deathstroke runs in, and this is where the tide turns. He's able to kill Two-Face quickly and easily, then Scarecrow right after despite his valiant attempts at Fear Gassing. Kingpin tries to muscle in and even use the Cosmic Cube, but Deathstroke stays away from the lava and keeps mobile. He's able to take down Kingpin without too much effort and smoke the last Hired Gun right after.
FINAL STANDINGS: Deathstroke (2 Wounds), Shadow Thief (Unharmed)
Honestly, it was a good match, that really hinged on Deathstroke being able to keep his Healing Factor running and stay away from lava. He played smarter than the other guys, and it won him the match.
I could go either way on the Glyph at this point. I personally like it, giving a good centerpiece to the map and encouraging people to focus there at the start, but if we'd rather get rid of it that's fine too.
johnny139
November 26th, 2011, 04:39 PM
I was hoping I'd get another playtest in, but I don't think that's too likely in the near future, unfortunately. I think it's a fair enough map as is, though, and am mostly comfortable sending it out for playtesting.
But first, I'd like to poll for the Glyph. YEA to the Glyph in the center, or NAY?
I'm honestly good either way.
A3n
November 26th, 2011, 04:47 PM
As it is a competitive map & the proposed glyph placement is in the middle I say Nay. Middle is the place you want to be anyway, especially with it's height. In my opinion on competitive maps Glyphs should only be used to draw the battle to other places on maps, not used as a reward for getting the most strategical. Scenario maps are different & as such would be dictated by the scenario.
Hahma
November 26th, 2011, 05:09 PM
Nay
If Glyphs are used for a competitive map like this, I would rather have have 2 of them, 1 each on the third rock piece from the lava field. That would mean being at height disadvantage from both the center of the map and from the lava field hill to get the glyph, not to mention being pretty close to the lava and risk getting close enough to get thrown, knocked or blasted into the lava. More risk to get them.
Griffin
November 26th, 2011, 05:10 PM
:word: and :word:
johnny139
November 26th, 2011, 05:30 PM
Alright, that seems like enough of a consensus (and a good enough argument) to drop the Glyph. :D New image in the first post, upload of the latest map style pending (via Mr. Tickle). Once that's up I'll propose playtesting.
tcglkn
November 26th, 2011, 06:50 PM
Dark Dimensions v2 (http://www.heroscapers.com/community/downloads.php?do=file&id=3466)
johnny139
November 26th, 2011, 07:37 PM
Many thanks. :D In that case, I'll propose a VOTE FOR PLAYTESTING!
Hahma
November 26th, 2011, 07:39 PM
yea
quozl
November 26th, 2011, 09:11 PM
YEA (and I agree with going no glyph for this map)
Griffin
November 26th, 2011, 09:16 PM
Yea.
A3n
November 26th, 2011, 10:37 PM
Yea
Taeblewalker
November 26th, 2011, 11:00 PM
Yea.
johnny139
November 26th, 2011, 11:34 PM
That just leaves Mr. Piggie to pass.
Good Pig
November 27th, 2011, 02:40 AM
Yea
johnny139
November 27th, 2011, 03:59 AM
And so it passes!
I'll inform the masses.
Red Eyed Jedi
November 29th, 2011, 02:38 AM
Just signed up to test this map. I plan on using the optional rules of Knockback and Molten Lava in these tests..sound good?
By the way when the last wave came out I had a mini-tournement with this map. This looks kinda similar to my modified version,
It can be found here (http://www.heroscapers.com/community/showpost.php?p=1505321&postcount=282) It's map number 2. Good call on not using a glyph in the center.
IAmBatman
November 29th, 2011, 11:09 AM
Of all the "optional" rules we have, I'd say the lava ones are the most "recommended." Knockback adds a layer of fun and theme and tactics. Lava, honestly, takes away a layer of imbalance (or lessens it at least)!
johnny139
November 29th, 2011, 12:13 PM
Yeah, lava is only "optional" in the sense that you don't necessarily need it. I can't imagine using the vanilla lava rules with 300+ point figures - the C3G rules are brutal enough!
And Knockback is fine. It's probably good to have at least one test or two with it. It'd certainly make the gullies interesting.
Red Eyed Jedi
November 29th, 2011, 12:46 PM
Ya Molten Lava optional rules are a must, and it's so much fun trying to get a stage fatality by Knocking back a figure into the lava.
omael
December 2nd, 2011, 11:17 AM
I finished my playtesting for this map after an additional couple games yesterday.
First i would like to mention that the map is greatly built and is really balanced, and also it looks awesome, much bigger than i imagined it would be, and the stalagmites that looks out of place in the picture from VS really blend in the map and looks great.
After the mandatory magneto/jean grey/graviton test in which it was only a matter of who would roll better the d20 i played it twice with a team of crime fighters and luke cage and realized that the map is accesible from all point even for walkers, but they tend to move in the same direction as there isn't a lot of path options, even if i tried to move them all the way to the left the fight move to the middle of the map with the heavy hitters always knocking back the figures to 3/4 of the map where the elevations start, but this is how the map works, so i wouldn't qualify it as a disadvantage for any kind of unit. Well, maybe it's unfovorable for Ant Man and his Red ants, which i tried twice and couldn't move a lot because the constant elevation changes, but with this i realized that the shrinking ray gun would be really fun addition here, it's had enough walk around here and that added element could work.
I wouldn't change anything about the map.
But if i must move something here, and this will be just to make the battle move faste i would swap:
http://www.megapix.com/?p=3GOO58H0.jpg (http://www.megapix.com/?p=3GOO58H0)
the 7 hex dungeon for a 7 hex volcanic tile, and the 1 volcanic hex on top i would change for a 1 hex, it could be rock, or dungeon if one is available. This way it would be a race to see which flyer gets ontop of the 1-hex and then be knocked back by a late arriving unit with superstrength.
Nice setting and i appreciate that there wasn't any glyph in this map so you have more options to move around.
johnny139
December 2nd, 2011, 11:20 AM
Awesome. I am a bit concerned about the Ants having trouble, but I figure that Tiny figures have that sort of limitation built into their cost. So I'm not too worried.
As for the last point, I kind of like the peak being on lava; I found that it made for an interesting choice, particularly at the end of a round, between giving up height and risking lava damage. I'll see what others think, though.
Taeblewalker
December 2nd, 2011, 11:24 AM
As for the last point, I kind of like the peak being on lava; I found that it made for an interesting choice, particularly at the end of a round, between giving up height and risking lava damage. I'll see what others think, though.
I've made that choice many times on tournament maps.
IAmBatman
December 2nd, 2011, 11:27 AM
I'm always a fan of risk/reward. :-)
omael
December 2nd, 2011, 11:30 AM
Awesome. I am a bit concerned about the Ants having trouble, but I figure that Tiny figures have that sort of limitation built into their cost. So I'm not too worried.
As for the last point, I kind of like the peak being on lava; I found that it made for an interesting choice, particularly at the end of a round, between giving up height and risking lava damage. I'll see what others think, though.
i concur in this point, but it really gets interesting playing king of the hill in just one hex with all the superstrength going around knocking over everything. This could be the particularity of this map.
Also, i would have like to see hawkeye or green arrow sniping from the volcanic terrain hills, but i don't have this and my figures didn't have enough range to be of any use, can someone try this? those are really advantageous positions but risky ones.
quozl
December 2nd, 2011, 11:32 AM
I like swapping out the dungeon 7-hexer for a lava field (or just adding on top of the dungeon).
Red Eyed Jedi
December 3rd, 2011, 11:26 PM
I played three games on Dark Design for my test
The armies I played with are
Game 1 was.
Team 1 Ronan, Captain Mar-Vell, Kree scout (x5) 960
Team 2 Skrull Warriors, (x3) Super Skrull, (both FF and X) 950
Highlights are.
Kree with their bonding and telport move in quick kill a couple warriors. Skrull Warriors shoot off Lava Rock hill then flee off in turn 3, Blow back from Ronan's SA puts Super Skrull into Molten Lava for no effect. Kree Scout can't see Skrull Warrior behind a Rock outcropping. Super Skrull (Ff) gets bounce back into Molten Lava on Mar-vell.
Team 2 wins a close one Super Skrull (FF) survives with 5 wounds.
Game 2 was.
Team 1 Prof X, Jean Grey, Iceman, Cyclops, Angel, Beast 1000
Team 2 Mr. Fantastic, Invisible Woman, Thing, Human Torch 1000.
Highlights are.
Thing uses Clobberin Time on Cyclops into Molten Lava for death, Torch uses his Lava resist in this game stands in Molten Lava and gets in attacks before going Supernova and dealing wounds to several X-men including Prof. X. Jean throws Thing into Lava twice and Mr. Fantastic once, but never got the instant kill the d20 was hot for both teams through out this game.
Team 1 won with Jean Grey Surviving with 3 wounds in another close game.
Game 3 was the two winning teams with Atom added to team 2
Team 1 Prof. X, Jean Grey, Iceman, Beast, Angel, Cyclops, Angel 1000
Team 2 Skrull Warriors, (x3) Super Skrull, (both FF and X) Atom 990
Highlights are more of Jean throwing but the Super Skrulls don't mind the Lava. Super Skrull (x) moves in and destroys Prof X early in the game. Skrull Warrios and Super Skrull (X) are to much for the mutants once Prof X is gone and win an easy one.
Team 2 wins with Super Skrull (x) with 3 wounds, Skrull Warriors, (x1) Super Skrull, (FF) and Atom no Wounds.
I didn't note the wounds taken from the Lava Rock in these games, but it was on the fairly low side, the Lava Rock hill saw some action but mostly it was the center Lava Rock Hex, doing the most
First off Dark Design is symetrical, an easy build, has a low build cost ( not many sets used) pretty long about 4 feet though, and is a pretty cool looking map. There are lots of points to make choices at, (which side to move out from from, to keep the height and risk the Lava Rock damage or not, try to set up Knockback into Molten Lava is always fun, the decision to move near Molten Lava and risk the Knockback is good as well). From the front of starting zones Its 14 spaces one way to the center Lava Rock hex walking and 15 the other way. 9 for the flyers. Nice and even map.
There is a rock space 5 spaces from the front of the starting zone around the back of the Lava Rock hill that is nice to land on as a lot of figures have the 5 movement. You could move the 2 hex Lava rock up and the single rock space back so figures would end on the Lava rock space to make it more risky. Going that way isn't that risky except you have a height disadvantage and the risk of KB into the Molten Lava is low until you step up to the 24 Hex Dungeon space, which by the way would be good spots for an optional random glyph. The rock 3 hex and dungeon 3 hex on the 24 hex dungeon space are placed well, lots of good options to move around there and take height, looks better like that as well. The shadow spaces were never used in all my games, the Lava Rock hill was used some but not as much as I would have liked. Its just so far back from the opponent. The most action was on the 24 Hex dungeon space one side or the other and the 7 hex dungeon spot in the middle with the Lava rock on top makes a nice King of the Hill feel.
I would suggest moving a 7 hex Lava Rock off the hill and put it under the 3 hex rock on the 24 hex dungeon space this would make the 3 hex rock equal to the 7 hex dungeon hex in the middle, and make for some more options in the middle where most of the action is at. Looks better like this I think as well. You could then put the 2 hex Lava rock over the exposed grass on the hill, and put the single hex Lava Rock on the corner of the hill, keeping a space between the two. I played a couple games with these modifications after my tests and I found that help enhance the game play, buy giving you more options where most the most of action is at.
Overall I think the Dark Design map is a good map, different from the other Lava maps we have in C3G, Lots of good options and a fun map to play on. I hope it passes.
It took me longer than what I would have liked to make this report but I was waiting on my friend with a camera to come over so I could better illustrate what I meant about moving some of the stuff, but he forgot it at home.
johnny139
December 6th, 2011, 12:42 PM
There is a rock space 5 spaces from the front of the starting zone around the back of the Lava Rock hill that is nice to land on as a lot of figures have the 5 movement. You could move the 2 hex Lava rock up and the single rock space back so figures would end on the Lava rock space to make it more risky.
Alright, this is an interesting point that I could go either way on. Currently, we have it like THIS (http://i.imgur.com/T3zeH.png); the change would make it like THIS (http://i.imgur.com/d3fgv.png). Currently, most figures can bypass the lava and make it right to the rock; I feel like this makes the second route more appealing, but I agree it removes the risk, which would be good. I could go either way honestly. Thoughts?
I would suggest moving a 7 hex Lava Rock off the hill and put it under the 3 hex rock on the 24 hex dungeon space this would make the 3 hex rock equal to the 7 hex dungeon hex in the middle, and make for some more options in the middle where most of the action is at.
So, THIS (http://i.imgur.com/li6b9.png) is what it currently looks like, THIS (http://i.imgur.com/DO1PT.png) is the proposed change. I'm not really in favor of it for reasons I can't pinpoint. Maybe because it crowds away a lot of the dungeon, which I, personally, really like. Thoughts?
You could then put the 2 hex Lava rock over the exposed grass on the hill, and put the single hex Lava Rock on the corner of the hill, keeping a space between the two.
Not sure what you mean by this, though. What exposed grass?
I like swapping out the dungeon 7-hexer for a lava field (or just adding on top of the dungeon).
Oh, and also this, which I don't like as much, 'cause it would remove the risk of the single-hex height and make it aesthetically asymmetrical. Mostly the latter. I'm a stickler. :p
quozl
December 6th, 2011, 01:40 PM
I like swapping out the dungeon 7-hexer for a lava field (or just adding on top of the dungeon).
Oh, and also this, which I don't like as much, 'cause it would remove the risk of the single-hex height and make it aesthetically asymmetrical. Mostly the latter. I'm a stickler. :p
Huh? How does it remove risk and make it asymmetrical? I'm talking about the 7-hexer in the center, not the single-hex.
Red Eyed Jedi
December 6th, 2011, 01:54 PM
You could then put the 2 hex Lava rock over the exposed grass on the hill, and put the single hex Lava Rock on the corner of the hill, keeping a space between the two.Not sure what you mean by this, though. What exposed grass?After you take off a Lava Rock 7 hex off the hill, you are left with a 2 hex Lava Rock, and a 1 hex Lava Rock that was either connected to or on top of the Lava Rock 7 Hex. Under the Lava Rock 1 hex that was connected to the removed 7 hex there is some exposed grass, I suggested putting the 2 hex Lava Rock over it and the 1 hex Lava Rock on the corner of the hill, keeping a space between the two.
I'm glad you we able to decipher my suggestions and was able to illustrate them for me. I need to learn how to add VS pictures, to my posts.
A3n
December 6th, 2011, 03:41 PM
The first change seems, meh. So I can live without it.
The second one seems kind of interesting but I would love to see the whole map with the change to get an idea of how much it will alter the play giving it that extra height there.
johnny139
December 6th, 2011, 03:50 PM
I like swapping out the dungeon 7-hexer for a lava field (or just adding on top of the dungeon).
Oh, and also this, which I don't like as much, 'cause it would remove the risk of the single-hex height and make it aesthetically asymmetrical. Mostly the latter. I'm a stickler. :p
Huh? How does it remove risk and make it asymmetrical? I'm talking about the 7-hexer in the center, not the single-hex.
Well, currently, the risk is more based around the single hex; you can gain peak height by being on the lava, or gain inferior height by staying on the dungeon. If it's all lava, than it's a risk to go anywhere up there - so there's no reason NOT to take the peak.
As-is, there are four lava 7-hexers. They're piled two-by-two on the two hills; if I were to take one off, it would mean one side has double lava and the other only had a single lava. It makes no gameplay difference but I personally just find it ugly.
After you take off a Lava Rock 7 hex off the hill, you are left with a 2 hex Lava Rock, and a 1 hex Lava Rock that was either connected to or on top of the Lava Rock 7 Hex. Under the Lava Rock 1 hex that was connected to the removed 7 hex there is some exposed grass, I suggested putting the 2 hex Lava Rock over it and the 1 hex Lava Rock on the corner of the hill, keeping a space between the two.
Oh, you mean chopping off a whole level of height? I assumed you meant removing a 7-hex lava and replacing with with, like, sand or something. Yeah, I'm definitely against that; it would lessen the advantage of staying on the start-zone lava.
And here's the map with that second proposed change.
http://i.imgur.com/u9OoG.png
HERE (http://i.imgur.com/v5SIT.png) is a height-wise version. Looks off to me, personally. :shrug: Might be the weird layering effect, though.
A3n
December 6th, 2011, 04:04 PM
http://i.imgur.com/u9OoG.png
I actually like the look of that. It looks to add another element of careful use of terrain as you are more likely to end a turn near or on those lava fields & with the knockback rules you could be in for a lot of strife.
Taeblewalker
December 6th, 2011, 04:28 PM
The more varied terrain does in fact add something.
johnny139
December 14th, 2011, 12:51 AM
Alright, so, let's do a formal vote on it. Do we want:
A) NO LAVA FIELDS (as seen HERE (http://i.imgur.com/ELvyF.jpg))
B) LAVA FIELDS (as seen HERE (http://i.imgur.com/u9OoG.png))
If we're in favor, I'll run another test or two myself before too long just to make sure everything checks out. If not, I'll probably do that anyways.
Griffin
December 14th, 2011, 02:18 AM
B - keep things spicy
A3n
December 14th, 2011, 07:24 AM
B for me.
quozl
December 14th, 2011, 10:24 AM
I like B too.
omael
December 14th, 2011, 12:04 PM
B here
Hahma
December 14th, 2011, 12:17 PM
B for some hot and nasty. Dress appropriately :twisted:
Red Eyed Jedi
December 14th, 2011, 01:04 PM
I am not a member of the C3G map department so I don't think I have a vote, but if I did, I'd vote B .
johnny139
December 14th, 2011, 02:13 PM
Alright, I think we're in pretty fair consensus. :lol: Lava it is. I'll update the first post accordingly.
Does anyone think it'll need more formal playtesting with this?
Taeblewalker
December 14th, 2011, 03:13 PM
B, if it helps reinforce the already tabulated vote. ;)
Good Pig
December 14th, 2011, 07:41 PM
Fwiw B as well :up:
johnny139
December 15th, 2011, 12:46 AM
Alright, I couldn't help fiddling with it a bit more. I mostly just did a revolution - switched the three-rock with the two-dungeon, the two-dungeon with the three-dungeon, and the three-dungeon with the three-rock.
http://i.imgur.com/SRGI0.jpg
Thoughts on that? I think it gives it a bit more aesthetic unity, and it doesn't really do much to change the lay of the land, but, I dunno.
Taeblewalker
December 15th, 2011, 02:17 AM
Looks good to me, Johnny.
A3n
December 15th, 2011, 05:48 AM
Looks good to me, Johnny.
:word:
Hahma
December 15th, 2011, 07:11 AM
I like it.
Good Pig
December 15th, 2011, 07:49 AM
:thumbsup:
johnny139
December 16th, 2011, 11:27 PM
Alright, that should be fine, then. Should be done with finals by Monday and be ready to give it one last test, and, if all goes well, we'll be done by next weekend. :up:
johnny139
December 24th, 2011, 02:52 PM
Alright, played a few games:
MATCH 1
Supergirl, Black Canary, and Green Arrow
VS.
Gorilla Grodd, Solomon Grundy, and Catwoman
Very close match. Grundy slaughtered Canary and Arrow pretty much right off the bat, but a long drawn out sparring match with Grodd and Catwoman ended with Supergirl victorious. The last two were Supergirl and Catwoman, one Life each - very close.
MATCH 2
Magneto, Blob, Pyro, Toad
VS.
Captain America: Steve Rogers, Venom, Echo, Molly Hayes
Not quite as close! Cap takes a lava bath early, and even though Venom does some damage back, he gets killed soon after. Echo gets tossed into the lava, too. The Brotherhood goes to take out Molly, but some cockiness gets Magneto and Pyro killed. Blob and Molly grapple, and ultimately, Blob wins it.
MATCH 3
Doctor Doom: Victor von Doom, Abomination
VS.
Spider-Man, Punisher, Daredevil, Elektra
Another fun game. Abomination came over quick and tore through Daredevil like butter, while Doom was able to zap Elektra with ease. But some good Armor Piercing Rockets were enough to break through the two of them. Spider-Man's Webs helped, too. It was close, but in the end Doom whiffed on defense against a Rocket and took three wounds, going down with ease.
(It was awesome. Punisher disengaged successfully and Pit Trap failed, so I said "BLAST HIM!" in a Doom voice on impulse, and then Punisher took out his rocket and I was like, "Blast THIS!" and he was destroyed and it was seriously awesome.)
Abomination had some good hits, nearly taking out Punisher, but they were on lava and the final wound from hot feet took him down.
FINAL ANALYSIS
The only balance issue is the lava, and that's a natural problem that you can't really circumvent. Flying offers an advantage, but it's not insurmountable, and the lava came into play often. No area went unused in three games. The height was varied and interesting.
So, with my own stamp of approval, I PROPOSE WE MOVE TO FINAL EDITING!
quozl
December 24th, 2011, 05:51 PM
Yea!
A3n
December 24th, 2011, 07:13 PM
Yea
Griffin
December 25th, 2011, 12:31 AM
Yea
tcglkn
December 25th, 2011, 12:38 AM
Here (http://www.heroscapers.com/community/downloads.php?do=file&id=3501) is the file update you asked for johnny.
BTW you know you can make a free account at mediafire.com and upload files to there right? I have no problem putting these up for you, but I didn't know if you knew that was an option.
johnny139
December 25th, 2011, 12:41 AM
Here (http://www.heroscapers.com/community/downloads.php?do=file&id=3501) is the file update you asked for johnny.
BTW you know you can make a free account at mediafire.com and upload files to there right? I have no problem putting these up for you, but I didn't know if you knew that was an option.
Oh, I'm fine with it, but a lot of people dislike downloading from those sorts of sites for whatever reason. :shrug:
Hahma
December 25th, 2011, 07:53 AM
yea
Taeblewalker
December 25th, 2011, 03:02 PM
Yea
Good Pig
December 25th, 2011, 04:01 PM
Yea
johnny139
December 25th, 2011, 04:10 PM
Alright, this passes. A PDF and then a construction from said PDF is all we need - whenever various folks get around to that. :D
davidlhsl
December 26th, 2011, 10:20 AM
Um, (gulp) johnny139, I'm afraid I have a bit of bad news about your nice map. I built the version in the OP and began to take some pics when Laufey entered the room. Here's what happened:
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD010.jpg
I-I-I just feel... terrible about this.
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD011.jpg
http://i131.photobucket.com/albums/p288/davidlhsl/Map%20building/DD012.jpg
:D
Griffin
December 26th, 2011, 12:19 PM
That looks awesome, and nice gag. :lol:
johnny139
December 26th, 2011, 03:17 PM
Snow on lava should melt... but what about MAGIC snow on MAGIC lava? What are the rules there. :ponder:
Looks solid. Thanks for your map-building and photographing abilities, as always!
johnny139
December 31st, 2011, 04:04 PM
Any headway on a PDF here? No rush, as per usual, just making sure it's on the queue. :D
A3n
December 31st, 2011, 04:47 PM
Any headway on a PDF here? No rush, as per usual, just making sure it's on the queue. :D
Sorry Johnny, it did fall off my to do list. OP updated with PDF now.
johnny139
December 31st, 2011, 04:54 PM
Alright, great, thanks! :up: I can probably build it from the PDF in a matter of hours (unless someone else is chomping at the bit for whatever reason), then I'll propose a release!
davidlhsl
December 31st, 2011, 05:37 PM
Alright, great, thanks! :up: I can probably build it from the PDF in a matter of hours (unless someone else is chomping at the bit for whatever reason), then I'll propose a release!
I'll yield to you, as you'll probably have it finished before me. Don't forget to change the OP from "Download the VS File" to "Download the PDF File".
Great map! :D
johnny139
December 31st, 2011, 11:34 PM
One minor problem I noticed, illustrated HERE (http://i.imgur.com/Cm6N3.png). That single space (on both level 1 and 2) is only on one side, as I've circled in red. There's no other rock spaces left, so it'd be best just to remove them, as I've done in my real-world version. I don't imagine you'll need a new VirtualScape for that, would you?
Anyways, I just built it up, looks fantastic, and other than that minor quibble seems ready to go. I'll PROPOSE WE RELEASE it as we wait for an update. :D
Taeblewalker
January 1st, 2012, 01:57 AM
Yea.
A3n
January 1st, 2012, 06:33 AM
One minor problem I noticed, illustrated HERE (http://i.imgur.com/Cm6N3.png). That single space (on both level 1 and 2) is only on one side, as I've circled in red. There's no other rock spaces left, so it'd be best just to remove them, as I've done in my real-world version. I don't imagine you'll need a new VirtualScape for that, would you?
Anyways, I just built it up, looks fantastic, and other than that minor quibble seems ready to go. I'll PROPOSE WE RELEASE it as we wait for an update. :D
:up: updated.
Yea - nice map!
Hahma
January 1st, 2012, 08:16 AM
YEA
Looks great :thumbsup:
quozl
January 1st, 2012, 01:29 PM
Yea
Griffin
January 1st, 2012, 02:53 PM
Yea
johnny139
January 1st, 2012, 03:01 PM
One minor problem I noticed, illustrated HERE (http://i.imgur.com/Cm6N3.png). That single space (on both level 1 and 2) is only on one side, as I've circled in red. There's no other rock spaces left, so it'd be best just to remove them, as I've done in my real-world version. I don't imagine you'll need a new VirtualScape for that, would you?
Anyways, I just built it up, looks fantastic, and other than that minor quibble seems ready to go. I'll PROPOSE WE RELEASE it as we wait for an update. :D
:up: updated.
Yea - nice map!
One more little thing - the 3D version still shows the extra piece on the upper side. Minor, I know, but anything worth doing is worth doing with flawless perfection. :lol:
A3n
January 1st, 2012, 05:15 PM
One minor problem I noticed, illustrated HERE (http://i.imgur.com/Cm6N3.png). That single space (on both level 1 and 2) is only on one side, as I've circled in red. There's no other rock spaces left, so it'd be best just to remove them, as I've done in my real-world version. I don't imagine you'll need a new VirtualScape for that, would you?
Anyways, I just built it up, looks fantastic, and other than that minor quibble seems ready to go. I'll PROPOSE WE RELEASE it as we wait for an update. :D
:up: updated.
Yea - nice map!
One more little thing - the 3D version still shows the extra piece on the upper side. Minor, I know, but anything worth doing is worth doing with flawless perfection. :lol:
:up: Done.
johnny139
January 3rd, 2012, 03:08 AM
This passes on time! A new competitive map, whoo!
Scapemage
January 3rd, 2012, 04:14 PM
Fantastic! More usable maps for playtests!
Taeblewalker
February 16th, 2012, 02:48 AM
I'm actually going to use this map to playtest some C3V units. I just built it, and it looks great!
Hidicul
June 9th, 2012, 04:39 PM
Karat and I just set this up last night as our playtesting map and I can't wait to play on it. Very nice looking map.
IAmBatman
September 16th, 2012, 11:39 AM
Links updated, but jpeg at least needs moving.
A3n
September 16th, 2012, 05:15 PM
Fixed :up:.
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