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  #3001  
Old December 1st, 2009, 08:04 AM
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Re: Battlefields of Valhalla Discussion Thread

Quote:
Originally Posted by DrLivingston View Post
(That being said, it does seem like there could be some really cool things done with castle walls on tournament maps if they could be declared inaccessible terrain.
This could be done quite easilty IMO if WotC released a LOS blocker terrain pack and included some single and double hex rock terrain tiles. What I mean by that is rock hexes like the two that jut out from the large tree in RttFF. They'd look like they 'belong' all while taking care of units like the AE from dominating every map with a good amount of height.


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  #3002  
Old December 1st, 2009, 12:56 PM
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Re: Battlefields of Valhalla Discussion Thread

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Originally Posted by nyys View Post
Quote:
Originally Posted by DrLivingston View Post
(That being said, it does seem like there could be some really cool things done with castle walls on tournament maps if they could be declared inaccessible terrain.
This could be done quite easilty IMO if WotC released a LOS blocker terrain pack and included some single and double hex rock terrain tiles. What I mean by that is rock hexes like the two that jut out from the large tree in RttFF. They'd look like they 'belong' all while taking care of units like the AE from dominating every map with a good amount of height.
I think it would also be cool to have a low movement blocker that doesn't affect LoS. Water and barracades try to accomplish this but a simple rock in the road could work wonders, no climbing over allowed, just have to walk around. (We'll maybe if the figure is big enough, maybe).


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  #3003  
Old December 3rd, 2009, 01:42 PM
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Re: Battlefields of Valhalla Discussion Thread

Inner Courtyard by KCU Master 2007

Inner Courtyard features three distinct areas of battle. The first being around the attack glyph, the second, around the move glyph, and the third, the fight for the walls.

The great thing about this map is that none of these three areas can effect any of the others. Attack the move glyph, and you can't touch the attack glyph. Go for the wall and leave the rest exposed. Want more attack, then your opponent gets the height.

Unfortunately the best part of this map I think also causes it's downfall. An all melee army has to decide if they want the glyphs or the wall. Each section is spread out enough where you really can't cover them all.

In each game I tried a different tactic. Straight for the walls, get the glyphs, up the gut. In each instance the areas left uncontested is what spelled doom for a melee army.

A ranged army really only needs to head straight for the wall. Yes they give up the attack glyph, but it was never a reason to not go for the wall. If the move glyph becomes a big nuisance it's close enough that you can climb off the wall easy enough and get your enemy away.

I think KCU may have found the start of a pretty good formula for making a balanced map that includes the castle walls. The distinct sections go a long way in keeping range somewhat in check and giving melee a fighting chance, but at the same time I think it spreads the melee troops out a little too far in order to get numbers into each area. As long as I remained patient the ranged units pretty much always came out on top in the end.

I vote NO to induct into the BoV.


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  #3004  
Old December 3rd, 2009, 02:02 PM
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Re: Battlefields of Valhalla Discussion Thread

Maps Pending Acceptance for Review:

Dvalin's Furnace by Gamebear

This map tries to incorporate the castle set without running into the traditional problems with wall sections. I think that his solution appears reasonable, but the rest of the map is a little weak (IMO).

The positioning of the LOS blockers leaves much of the central area of the map wide open. This area is exposed to high ground lava pods (two of which are protected by battlements). Nothing is really standing out to me on this map. It appears that it's more of a straight up blood bath in the middle of the map with tough choices being few and far between. I think that slightly different wall placement along with ruins being used might improve things on this map. I'm sure it's fun, but I don't see anything seperating it from pack.

NO to review.

Fossil by R˙chean

Having played on this map many times in preparation for GenCon, I hold it in high esteem. YES to review.


Last edited by Dignan : December 3rd, 2009 at 02:16 PM.

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  #3005  
Old December 6th, 2009, 12:44 PM
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Re: Battlefields of Valhalla Discussion Thread

Would any of you like to suggest a few maps for the Map of the Month feature in the 2010 HeroScape Calendar? I would much appreciate your input. Thanks gang!


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  #3006  
Old December 6th, 2009, 01:23 PM
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Re: Battlefields of Valhalla Discussion Thread

Quote:
Originally Posted by AliasQTip View Post
Would any of you like to suggest a few maps for the Map of the Month feature in the 2010 HeroScape Calendar? I would much appreciate your input. Thanks gang!
What about finding out which month various BoV accepted maps were created in? If you had each month covered you could go with that approach and then just use some winnowing process for months with more than one BoV map.


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  #3007  
Old December 6th, 2009, 01:48 PM
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Re: Battlefields of Valhalla Discussion Thread

Quote:
Originally Posted by Wind Lane View Post
Quote:
Originally Posted by AliasQTip View Post
Would any of you like to suggest a few maps for the Map of the Month feature in the 2010 HeroScape Calendar? I would much appreciate your input. Thanks gang!
What about finding out which month various BoV accepted maps were created in? If you had each month covered you could go with that approach and then just use some winnowing process for months with more than one BoV map.
Personally, I'm of the opinion that BoV maps get sufficient exposure as is. What about digging for some new stuff that folks might not be aware exists? There are a lot of great maps out there that might not make the BoV but that are still a lot of fun to play.


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  #3008  
Old December 6th, 2009, 02:14 PM
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Re: Battlefields of Valhalla Discussion Thread

Quote:
Originally Posted by Darkmage7a View Post
Quote:
Originally Posted by nyys View Post
Quote:
Originally Posted by DrLivingston View Post
(That being said, it does seem like there could be some really cool things done with castle walls on tournament maps if they could be declared inaccessible terrain.
This could be done quite easilty IMO if WotC released a LOS blocker terrain pack and included some single and double hex rock terrain tiles. What I mean by that is rock hexes like the two that jut out from the large tree in RttFF. They'd look like they 'belong' all while taking care of units like the AE from dominating every map with a good amount of height.
I think it would also be cool to have a low movement blocker that doesn't affect LoS. Water and barracades try to accomplish this but a simple rock in the road could work wonders, no climbing over allowed, just have to walk around. (We'll maybe if the figure is big enough, maybe).
In one map I made I used castle bases without the walls. I used them as one height ruins, basically, but they could easily be no-passing zones as well. They look kind of weird, but they worked okay since I was going for the "run-down temple" kind of look with individual wall pieces as columns and the bases as column bases.



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  #3009  
Old December 6th, 2009, 02:26 PM
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Re: Battlefields of Valhalla Discussion Thread

mad_wookiee, that is virtually the same sentiment I had but I'm having difficulty getting any nominations. If you've got any suggestions for maps please post 'em in the calendar thread. Thanks again.


Also, let me say I'm sorry to disturb this thread, but I'm getting desperate. Any input is greatly appreciated.


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  #3010  
Old December 8th, 2009, 05:10 PM
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Re: Battlefields of Valhalla Discussion Thread

Hey, can people look this over, I think I got everything since Dignan's last update, but I have to run and can't double check right now. Gonna go play Heroscape!

Removed after two no votes:
Inner Courtyard by KCU Master 2007


Maps pending acceptance for review:

Striking Distance by Dignan
YES = 1 (Longheroscaper) ; NO = 1 (Matthias Maccabeus); Pending = 3 (Bunjee, Kahrma, nyys)
*Dignan removed from process per being map creator


Paved Paradise v3 by Sup3rs0n1c
YES = 0 ; NO = 2 (Dignan, Matthias Maccabeus) ; Pending = 4 (Bunjee, Kahrma, Longheroscaper, nyys)

Fossil by R˙chean
YES = 2 (Dignan, Matthias Maccabeus) ; NO = 0; Pending = 4 (Bunjee, Kahrma, Longheroscaper, nyys)

Dvalin's Furnace by Gamebear
YES = 0; NO = 1 (Dignan) ; Pending = 5 (Bunjee, Kahrma, Longheroscaper, Matthias Maccabeus, nyys)


Maps currently being reviewed:

Swamp Gas by Mad Wookie
YES = 0 ; NO = 1 (Matthias Maccabeus) ; Pending = 5 (Bunjee, Dignan, Kahrma, Longheroscaper, nyys)

Healing Waters by GameBear
YES = 0 ; NO = 0 ; Pending = 6 (Bunjee, Dignan, Kahrma, Longheroscaper, Matthias Maccabeus, nyys)

Vadmont's Tomb by ProtoFury
YES = 0 ; NO = 0 ; Pending = 6 (Bunjee, Dignan, Kahrma, Longheroscaper, Mathias Maccabeus, nyys)

Rift Valley by RoninValentina
YES = 0 ; NO = 0 ; Pending = 6 (Bunjee, Dignan, Kahrma, Longheroscaper, Matthias Maccabeus, nyys)

Elswin Plateau by Mooseman
YES = 0 ; NO = 0 ; Pending = 6 (Bunjee, Dignan, Kahrma, Longheroscaper, Matthias Maccabeus, nyys)

Feylund Fountain by Velenne
YES = 0 ; NO = 0 ; Pending = 6 (Bunjee, Dignan, Kahrma, Longheroscaper, Matthias Maccabeus, nyys)

Swamp Helix by dok
YES = 0 ; NO = 0 ; Pending = 6 (Bunjee, Longheroscaper, Dignan, Kahrma, Matthias Maccabeus, nyys)


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  #3011  
Old December 8th, 2009, 05:13 PM
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Re: Battlefields of Valhalla Discussion Thread

I believe it looks good.


My Maps

Community Playtesting Thread

What does neg-rep accomplish that a kindly-worded PM can't, besides possibly angering the recipient?

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  #3012  
Old December 8th, 2009, 06:16 PM
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Re: Battlefields of Valhalla Discussion Thread

Quote:
5. Anyone can nominate a map for consideration, but it will not go through the judging process without a majority vote of the Council.
Just so I understand this right. It takes 4 votes to pass an acceptance for review and 3 votes to kill a acceptance for review.

Judging on the other hand, requires a supermajority of 5 "yes" to pass and only 2 "no" to kill.


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