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  #721  
Old November 6th, 2013, 02:06 PM
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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.

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  #722  
Old November 6th, 2013, 03:40 PM
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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.
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  #723  
Old November 6th, 2013, 03:57 PM
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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  
Old November 7th, 2013, 06:31 AM
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).

Quote:
Originally Posted by MegaSilver View Post
I'm going to see if we can use it at our next HS tourney...


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?
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  #725  
Old November 10th, 2013, 09:26 PM
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).

Quote:
Originally Posted by Typhon2222 View Post
Quote:
Originally Posted by MegaSilver View Post
I'm going to see if we can use it at our next HS tourney...


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?
I haven't bothered to tear it down, and it transports easy to and from the tourneys.

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!
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  #726  
Old November 11th, 2013, 12:32 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).

Quote:
Originally Posted by MegaSilver View Post
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!


Thanks Mega.

And glad you had fun with the new Viper lord!
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  #727  
Old November 11th, 2013, 12:40 AM
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).

Quote:
Originally Posted by Typhon2222 View Post
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.
The fou rwall-end castle walls stacked atop one another was a favorite of mine not so long ago...
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  #728  
Old November 12th, 2013, 10:30 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated The Borogoves (Nov. 6).

Quote:
Originally Posted by Black_Charos View Post
The fou rwall-end castle walls stacked atop one another was a favorite of mine not so long ago...
Hah, yeah, I loved those pieces too!

This talk of castle walls reminds me.... It's been a long time since I've made a map using them.
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  #729  
Old November 16th, 2013, 05:39 AM
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Typhon2222 Typhon2222 is offline
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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.
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  #730  
Old November 17th, 2013, 08:19 AM
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Typhon2222 Typhon2222 is offline
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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  
Old November 23rd, 2013, 05:57 PM
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Typhon2222 Typhon2222 is offline
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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.
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  #732  
Old November 23rd, 2013, 06:13 PM
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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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