Quote:
Originally Posted by Elginb
I'm not too hip on the Shrine of Mo-Ne-Ca-- that nook at the bottom seems too good a place for small/medium units to hide from large/huge units.
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How about we just swap that one out for
Invasion, then?
Quote:
Originally Posted by Elginb
I like the other maps, though.
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OK, cool. Let's talk glyphs, shall we?
I suggest that all glyphs be played power-side up, with no traps for treasure glyphs. This keeps things simple and cuts down on luck.
Anyway, some are easy:
Swamp HelixMove, attack, and wind, as listed.
When Paths CrossDefense glyph, as listed.
FulcrumNo glyphs, as listed.
Common GroundMove and Initiative, as listed.
Embattled FenWound, as listed.
OK, moving on from there... this is one part careful selection, one part randomness.
Remains of ClionesiaThe power glyphs should be Move and wind, as posted. It also suggests two treasure glyphs. Since they're on nice high ground spots, I think they should be pretty low-powered - either something like Elixir of speed and whetstone of Venom - or we could just leave off the treasure glyphs.
FenrisSeems like a map where big guys could use help getting around - how about Bracers of Teleportation and Brooch of Shielding?
NoctisFlip the script on Fenris... how about Giant Hunter Stone and Heroic Rune (attack)?
BlacktopI like decent glyphs to drive the action here... how about move and wound?
FossilWeak glyphs work fine on this map, so how about Initiative and Lucky 20-sider?
SidewinderI wouldn't mind going with move and wound again here.
Can't See the JungleI like the heal power glyph on this map... how about pairing it with a treasure glyph, like cloak of invisibility?
Shrine of Mo-Ne-Ca InvasionTreasure glyphs seem like they could work here... how about belt of giant strength and revenant's tome?
Molten StrongholdTreasure glyphs could work on this map... how about potion of healing and Scarab of invulnerability?
FrostbiteThe talisman of defense and ring of protection might be enough to lure heroes out to the edge.