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  #1  
Old January 13th, 2012, 01:59 PM
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boromir96 boromir96 is offline
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B96's Maps-A Shortcut to Mushrooms added

Newest map,

A Shortcut to Mushrooms...


Uses 1 RotV and 2 RttFF

Swampway

Uses 1 SotM and 1 RttFF

Highland Road

Uses 1 RotV and 1 RttFF

Feedback is appreciated!


Last edited by boromir96 : September 11th, 2012 at 12:03 PM.

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  #2  
Old February 6th, 2012, 09:50 AM
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Bloody Bogle Bloody Bogle is offline
 
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Re: B96's Maps-Shadow Pools added

Looks like a fun map to play on. Is there a link to the VS download?


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Old March 15th, 2012, 02:37 PM
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boromir96 boromir96 is offline
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Re: B96's Maps-Shadow Pools added

Quote:
Originally Posted by Bloody Bogle View Post
Looks like a fun map to play on. Is there a link to the VS download?
Oops, I missed your post There is a link right above the pics (It's "Shadow Pools")


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Old March 15th, 2012, 03:55 PM
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Bloody Bogle Bloody Bogle is offline
 
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Re: B96's Maps-Shadow Pools added

Quote:
Originally Posted by boromir96 View Post
Quote:
Originally Posted by Bloody Bogle View Post
Looks like a fun map to play on. Is there a link to the VS download?
Oops, I missed your post 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.


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Old April 25th, 2012, 10:03 AM
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Re: B96's Maps-Shadow Pools added

Added Highland Road.^


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  #6  
Old April 25th, 2012, 06:14 PM
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Re: B96's Maps-Shadow Pools added

I like that highland road map a lot! It looks great aesthetically, good luck with the contest.


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Old April 25th, 2012, 07:42 PM
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Re: B96's Maps-Shadow Pools added

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Originally Posted by Fedex worker View Post
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.


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Old April 26th, 2012, 07:43 PM
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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

Uses 1 RotV and 1 RttFF


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  #9  
Old April 26th, 2012, 08:54 PM
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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!


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Old April 26th, 2012, 09:40 PM
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boromir96 boromir96 is offline
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Re: B96's Maps-Revised Highland Road

Cool! Glad you like it so much, Maybe I'll get your vote!


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  #11  
Old May 1st, 2012, 12:40 PM
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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.


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Old May 1st, 2012, 01:09 PM
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boromir96 boromir96 is offline
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Re: B96's Maps-Revised Highland Road

Quote:
Originally Posted by Killometer View Post
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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