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  #349  
Old September 4th, 2011, 11:53 AM
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Dignan Dignan is offline
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Re: Mad_wookiee's Maps - Mayberry added 8/28/2011

Great maps as always, M_W.

I just built Sirocco for my game night this week. This is a great looking map that I really love the look of. However, there's two things that are killing me about it and I think they can be easily fixed to improve the gameplay.

So, I'd like to make a few "comments" about the map. Obviously, this is just my opinion and you can feel free to say, "whatever, Dignan, you don't know what the hell you're talking about." Also, keep in mind that the quality of the map is so good that I feel compelled to discuss it in this way.

Anyway, my main guff with the map is the high ground around the glyphs (the center of the map is greatness ). The glyph to a player's left is much easier to control than the one on the right. I think there are two reasons for this:
  1. The path to the right hand glyph has a bottleneck by the rock 7 hexer and the water hexes. This single hex point can slow movement in this direction and result in wasted movement points in that direction. Troops can't move as easily up this hill in comparison to the left handed hill.
  2. The left handed hill has a protected high ground perch. The 3 hex outcrop serves to shield a potential Raelin or ranged squad while overlooking and protecting the glyph. There is not an equally protected perch on the other side of the outcrop.


Hopefully, this image helps explain what I'm talking about. Just shifting a few hexes around would address the "issues" I see with this map. You can easily move the three hex dungeon tile over to help ease traffic on the right and there should be some rock hexes you can move around to create a similar perch for the right hand assualt.

Well, like I said, this is just my mussing. Please don't take any offense to them. I really love the map and will likely use it for NHSD. I just thought I'd give you some feedback.


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  #350  
Old September 4th, 2011, 03:24 PM
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Re: Mad_wookiee's Maps - Mayberry added 8/28/2011

I have a theory about maps - they're never finished, only abandoned. I tinker with mine probably more than most, even after they're published, and I always appreciate feedback, particularly from folks who have different playstyles than mine - so thanks!

Good call on the Raelin perch next to the outcrop - that should definitely be fixed, and like you said, it should be fairly easy. Not sure how I missed that. I've been playing around with an alternate start zone anyway, so your point about the bottleneck is well-taken. Let me see what I can do.


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  #351  
Old September 5th, 2011, 03:10 PM
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Re: Mad_wookiee's Maps - Mayberry added 8/28/2011

Sirocco edits are complete - I do like this version better, as I think the level 4 heights are more evenly distributed now, and the pathing to the right is improved:

Sirocco


Thanks to Dignan for the feedback.

Also made a small edit to Umbra, swapping two of the single hex outcrops with the adjacent single lava tile. This reduces a bottleneck that had been bugging me for a while now without screwing up the pathing to the right:

Umbra


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  #352  
Old October 16th, 2011, 10:48 AM
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Isenfell

I needed one more map using 1 RotV and 1 TT for the Mechanicon event. I started to tweak Runoff, but by the time I was done, it was so different that I decided that it qualified as a new map.

Isenfell - added 10/16/2011


Requires 1 RotV and 1 TT.
Heavy snow, normal ice.


Last edited by mad_wookiee : October 16th, 2011 at 01:14 PM.

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  #353  
Old January 13th, 2012, 10:59 PM
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MegaSilver MegaSilver is offline
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Re: Isenfell

I'm going to be using Mayberry in my upcoming tourney:

Dual Rivalry -- Louisville Monthly Tourney -- 2v2!

I've been wanting to play on it since I saw it showcased in the BoV.


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on the BATTLEFIELD...

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  #354  
Old January 14th, 2012, 11:15 PM
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Re: Mad_wookiee's Maps - Isenfell added 10/16/2011

Awesome - let me know how you find it. I haven't done much map design lately but the 2 Marvel setup is something I want to revisit.


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  #355  
Old February 27th, 2012, 10:18 PM
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Draugur - added 2/27/2012

Thanks to the generosity of a fellow 'scaper, I was able to pick up a second Tundra set before Mechanicon without selling off one of my children. I don't think I'll be making a lot of maps using two sets, but I wanted to give it a go at least once. Pairing it with BftU makes it feel less wasteful to me. The result is a tight map with a lot of LoS blockers and fairly strong pathing.

Draugur - added 2/27/2012


Requires 1 BftU and 2 TT. Normal snow and ice; designed for two power side up treasure glyphs.


Last edited by mad_wookiee : April 11th, 2013 at 10:41 PM. Reason: Map update.

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  #356  
Old February 28th, 2012, 10:48 AM
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Re: Mad_wookiee's Maps - Draugur added 2/27/2012

Looks great Mad_wookiee! Hopefully we will see this one on St. Patty's Day.


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  #357  
Old February 28th, 2012, 07:05 PM
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Re: Mad_wookiee's Maps - Draugur added 2/27/2012

Ugh, I just got off the Xbox, and come and see this? I just spent a ridiculous amount of time getting killed by a Draugur Deathlord...

Dumb overleveled pick-pocketing skill.


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  #358  
Old March 1st, 2012, 08:40 PM
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Re: Mad_wookiee's Maps - Draugur added 2/27/2012

Dragur looks awesome. It has lots of squiggly little corridors for units to get lost in. Plus I'm a sucker for any map that uses the beautiful Tundra terrain without bogging it down with Heavy Snow or Slippery Ice.

Small design question-why did you chose to use the snow start spaces along the back edge, instead of the leading edge of the start zones? I'd be concerned about giving giving non-frontline-cheerleaders or clean-up units the small (but potentially important) tactical advantage of height against melee opponents.


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  #359  
Old March 1st, 2012, 09:07 PM
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Re: Mad_wookiee's Maps - Isenfell added 10/16/2011

Quote:
Originally Posted by mad_wookiee View Post
Awesome - let me know how you find it. I haven't done much map design lately but the 2 Marvel setup is something I want to revisit.

Sorry I forgot to comment earlier. I forgot.

Anyway, I really liked the map. Pretty good for the most part.

The only problem I had was that there was a Raelin perch to the right right near the start zone that could cover some of the high zones near the trees. I had Krav on height and under Raelin's aura most of the game. (I still lost, but that was due to my screen "failing." [Black Wyrmlings bypassed it.])


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  #360  
Old March 3rd, 2012, 11:02 PM
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Re: Mad_wookiee's Maps - Draugur added 2/27/2012

Quote:
Originally Posted by Killometer View Post
Dragur looks awesome. It has lots of squiggly little corridors for units to get lost in. Plus I'm a sucker for any map that uses the beautiful Tundra terrain without bogging it down with Heavy Snow or Slippery Ice.

Perfect for an Ancient Nord Crypt!

"Woe to the unwary explorer who delves deep into the burial crypts of the ancient Nords, and disturbs the Draugr that dwell within."


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