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Maps & Scenarios Battlegrounds and scenarios |
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#721
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
I have to say that I like the aesthetic less. It seems as you tweak your maps for playability they lose a bit of that magic look. Same thing happened to Song of the Walrus. Obviously this can't be avoided, just a thought. Still great stuff, and not ugly by any means.
Tournament Armies Played - C3VRP - Customs - Trades I'm Krug in the Paradox Keep and Augamo on the Sacred Tundra. |
#722
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
I hear you greygnarl. That seems to be the way of the world, doesn't it? Perhaps a sad 'law' of 'Scape maps, that the better/sexier/cooler a map looks, the more imbalancedly it plays.
Don't we all remember getting our first 'Scape set, and building majestic peaks and wide rivers and deep gorges? Then you play on it, and over time begin to realize that the awesomer it looks, the more it penalizes walkers and melee fighters..... So you begin tearing down peaks, and filling in holes so it's less 'lumpy', and you end up with something balanced and yet.... undramatic. Same, sadly, with the LoS-blocking outcrops. If you wanna make the single-hex glaciers and stalagmites do a good job of blocking LoS, they have to be elevated, ideally well above the level of the surrounding terrain. But then they fall off their perches. So to make them safe against tournament-induced wild flailing, you end up making them a bit more secure by locking them into adjacent hexes. They're less likely to go flying off the table that way; but it also sinks them, so they don't block LoS as well. Although I have to say, with this particular newest iteration of The Borogoves, I don't think the aesthetics have suffered that much. Yeah, the central shadow pit has been elevated, so it now matches the elevation of the surrounding land. More balanced for melee; helps movement across the map's center; but does, admittedly, look less dramatic. But at least this version incorporates more cool-looking water into the SZ, and makes it a uniform two hexes deep, without any odd tongues sticking out. |
#723
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
I'm going to see if we can use it at our next HS tourney...
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#724
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
Mega, I almost feel sheepish asking, but... well, you seem to bring Stygian Rift to many events. Do you have a permanent copy or something? |
#725
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
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We didn't use Borogoves, but we did use Hoarfrost. However I didn't play on it so I don't have any comments on it other than it looks great! |
#726
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
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Thanks Mega. And glad you had fun with the new Viper lord! |
#727
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
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#728
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).
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This talk of castle walls reminds me.... It's been a long time since I've made a map using them. |
#729
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Re: Typhon2222's Maps — added Desperado (Nov. 16)
A new map, and the first one since Ariadne to combine the Dungeon and Fortress sets.
Relatively compact: only 13 hexes wide at its widest. Hope it pleases. Desperado Download PDF Uses: 1 BftU, 1 FotA Last edited by Typhon2222; November 18th, 2013 at 12:10 PM. |
#730
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Re: Typhon2222's Maps — added Desperado (Nov. 16)
Just updated the PDF build instructions for Desperado. I rearranged the substructure so all the chinks are filled in: no more glimpses of the table through the map.
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#731
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Re: Typhon2222's Maps — added Blood Shard (Nov. 23)
Another compact new map. Essentially replaces Pluto's Plume, which was always too baggy.
Blood Shard Download PDF Uses: 1 Marvel, 1 TT, 1 VW Last edited by Typhon2222; November 26th, 2013 at 06:39 AM. |
#732
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Re: Typhon2222's Maps — added Blood Shard (Nov. 23)
I like it, but I think the two adjacent lava tiles to the right of the start zone are perhaps a little too restricting for larger armies, both down the middle and to the right side path. Also, I'm not particularly fond of the look of the snow patch to the left, ending in a single raised black hex. Switching the snow x2 hex closest to that raised black hex with the x2 hex asphalt next to the six-hex glacier would solve that for me, both making it more congruous and varying the textures a bit more. As to the first problem, switching the lava adjacent to the 4-hex glacier with a snow may help the cause.
Edit: Seeing the title of he post reminded me that my birthday is only one month away . |
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