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-   -   B96's Maps-A Shortcut to Mushrooms added (https://www.heroscapers.com/community/showthread.php?t=39245)

boromir96 January 13th, 2012 02:59 PM

B96's Maps-A Shortcut to Mushrooms added
 
Newest map,

A Shortcut to Mushrooms...

http://i1200.photobucket.com/albums/...oMushrooms.jpg
Uses 1 RotV and 2 RttFF

Swampway
http://i1200.photobucket.com/albums/...ighwayAlt1.jpg
Uses 1 SotM and 1 RttFF

Highland Road
http://i1200.photobucket.com/albums/.../ALTERNATE.jpg
Uses 1 RotV and 1 RttFF

Feedback is appreciated!

Bloody Bogle February 6th, 2012 10:50 AM

Re: B96's Maps-Shadow Pools added
 
Looks like a fun map to play on. Is there a link to the VS download?

boromir96 March 15th, 2012 02:37 PM

Re: B96's Maps-Shadow Pools added
 
Quote:

Originally Posted by Bloody Bogle (Post 1554989)
Looks like a fun map to play on. Is there a link to the VS download?

Oops, I missed your post:D There is a link right above the pics (It's "Shadow Pools")

Bloody Bogle March 15th, 2012 03:55 PM

Re: B96's Maps-Shadow Pools added
 
Quote:

Originally Posted by boromir96 (Post 1577824)
Quote:

Originally Posted by Bloody Bogle (Post 1554989)
Looks like a fun map to play on. Is there a link to the VS download?

Oops, I missed your post:D There is a link right above the pics (It's "Shadow Pools")


Thanks. I'll give you some feedback after I take down my latest map.

boromir96 April 25th, 2012 10:03 AM

Re: B96's Maps-Shadow Pools added
 
Added Highland Road.^

Fedex worker April 25th, 2012 06:14 PM

Re: B96's Maps-Shadow Pools added
 
I like that highland road map a lot! It looks great aesthetically, good luck with the contest.

boromir96 April 25th, 2012 07:42 PM

Re: B96's Maps-Shadow Pools added
 
Quote:

Originally Posted by Fedex worker (Post 1598673)
I like that highland road map a lot! It looks great aesthetically, good luck with the contest.

Thanks! I got some advice from Gamebear(Mapbuilder extraordinaire) Via Pm,SO I should hav a slightly revised version up soon.

boromir96 April 26th, 2012 07:43 PM

Re: B96's Maps-Revised Highland Road
 
I have revised Highland road. I moved the ruins in the start zone so the Hive could fit, move the Glyphs so a 2 spacer could stand on them, and pretty much took out an entire level on the sides.
Feedback is appreciated!

Highland Road
http://i1200.photobucket.com/albums/...ighland001.jpg
Uses 1 RotV and 1 RttFF

Fedex worker April 26th, 2012 08:54 PM

Re: B96's Maps-Revised Highland Road
 
That picture just makes that map look epic! I'm going to play on it after I get one more game in on the map from my battle report (which should be up tomorrow). I'll make a report for it in my thread so if you want to know how it plays, look there in the coming week! :)

boromir96 April 26th, 2012 09:40 PM

Re: B96's Maps-Revised Highland Road
 
Cool! Glad you like it so much, Maybe I'll get your vote!

Killometer May 1st, 2012 12:40 PM

Re: B96's Maps-Revised Highland Road
 
Highland Road is a good looking map. I like how you captured the feel of a bridge, without actually having one.

My one concern (without having built it) is the imbalance of the glyphs. If they could be shifted 2 spaces alobg the edge of the map towards the middle there would be a lot less worry about drawing mismatched glyphs. You'll need four single hex tiles to build up the edge of the map a bit to maintain glyph access for double-space units, but if you have them available, or can free them up, I think that little change will make this map even stronger.

boromir96 May 1st, 2012 01:09 PM

Re: B96's Maps-Revised Highland Road
 
Quote:

Originally Posted by Killometer (Post 1601392)
Highland Road is a good looking map. I like how you captured the feel of a bridge, without actually having one.

My one concern (without having built it) is the imbalance of the glyphs. If they could be shifted 2 spaces alobg the edge of the map towards the middle there would be a lot less worry about drawing mismatched glyphs. You'll need four single hex tiles to build up the edge of the map a bit to maintain glyph access for double-space units, but if you have them available, or can free them up, I think that little change will make this map even stronger.

What do you mean by Imbalanced? are you saying you've wasted a lot of time if the glyph stinks? If so, It only takes 2 turns for a 4,5, or 6 move figure to capture it, and even if it stinks, you're extremely close to the Highest point on the other persons side. Thanks for the feedback!


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