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#121
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Re: Dignan's Maps - New Map - 11/15
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Just because you've figured out an arrangement that works most of the time with the standard map designs for tournament and you WASH, RINSE, REPEAT, does not make you a very good player. Maps that challenge those tried and true methods are sorely needed. And this one fits the bill. You didn't even argue enough for the "fliers can get to the glyphs in one turn" arguement. I don't think the origin of that criticism even considered 1) How poorly that figure is positioned; or 2) that some flyers may not even be able to fit on middle hexes given the placement of the ruins. Those winged figures can be hard to fit around ruins. This map begs to be playtested for BOV more than any I've ever seen just from its originality standpoint. Understand, if it doesn't make it, it may set the stage for the next one with scattered zones to get a review. DUND is underestimated and under-rated. |
#122
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Re: Dignan's Maps - New Map - 11/15
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2xTemplars-240 Q9-180 2xDeathreavers-80 14 spaces, went 3-1 and got second place with it in Chaos in the Capital! Spread Positivity and the joys of gaming. |
#123
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Re: Dignan's Maps - New Map - 11/15
And he used 7 double-spaced figures. And when I was talking about armies that I've seen, I was referring to the tournaments that I've attended, although I don't think I've ever seen a battle report or army list that included 4x Deathstalkers or Hounds. Even Pilgrim's 3x Hounds army still would have fit just fine on Can't see the jungle...
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#124
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Re: Dignan's Maps - New Map - 11/15
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#125
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Re: Dignan's Maps - New Map - 11/15
And there are your own armies Shades, that beat mine for double-hexness:
Marlboro vs the World =500 Q9-180 DW 8000-130 Isamu-10 2x Marrden hounds-180 2-2 UConn =450 3xMarrden Hounds-270 Q9-180 3-2 |
#126
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Re: Dignan's Maps - New Map - 11/15
The Uconn army did very well IMO, and I enjoyed playing it. Obviously I misunderstood Jexik's early point, so my above point in moot, but I still believe that it should way into the judges mind when they judge the map. i have nothing against this map, and have yet to play it, so I'm holding off my opinion on it for now, but i'll be sure to give you my thoughts on the map Dignan.
Spread Positivity and the joys of gaming. |
#127
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Re: Dignan's Maps - New Map - 11/15
Edit: Alright, fine, it's not neccesarilly a hijack, but this thread is about Dignan's maps, and the part I read towards the end didn't seem to have much to do with that. Sup3rS0n1c = Alexander the Great (August Cave) = Siege (Floating Archipelago) Last edited by Sup3rS0n1c; November 21st, 2008 at 06:22 PM. |
#128
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Re: Dignan's Maps - New Map - 11/15
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I'm pretty sure it stayed on topic based on the fact that the last poster talked about how he would provide his thoughts on the map... Plus, the "hijack" by the discussion of double-spaced figure armies is relevant since "Can't see the Jungle" has irregular starting zones that could impact double-hex based armies. Last edited by S1R_ART0R1US; November 21st, 2008 at 07:20 PM. Reason: Clarification! |
#129
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Re: Dignan's Maps - New Map - 11/15
And I'm saying it won't impact any double spaced army that has ever been to a tournament, since even those that use 10 double-spaced figures can fit them all on the map. If this were used at your tournament and you still insist on playing 4x Deathstalkers/Templar/whatever, then I don't know what to say. It's like saying that any map with 2 RotV ruins on it is unfair to range because they block line of sight.
Anyway... keep up the good work Dignan. We'll see how the reviews go. |
#130
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Re: Dignan's Maps - New Map - 11/15
I played on this map against Podwest.
He had a crap load of MacDirk and I had a crappy army. Podwest won and we used every bit of this map during the fight. Every bit of it. I do think Braxas or Nilf in the middle part would ruin someone's day. But when I played it, I realized how lame those middles 3 start zones were for most everyone else. Completely surrounded by water and sightlined blocked (for most anybody) by ruins. What I'm saying is, unless I knew I was playing on this map for each of my games in a tournament, I would not be able to take advantage of its unique setup any more than I would with Broken Skyline, etc. That said, I think Dignan has made better maps, but splitting up start zones in tournaments is something I'd like to see happen. And as the maps are known before armies are selected, I do not see a problem with single hex start zones. Last edited by DrLivingston; November 22nd, 2008 at 10:31 AM. Reason: Really, I pioneered split start zones with my map High Ground, Hot Ground...but it apparently sucked ***. |
#131
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Re: Dignan's Maps - New Map - 11/15
I really like your maps Dignan. I have played on Dolin's Switchback. That is one amazing map. It was an intense battle with much of it centering on the road and glyphs. It is a really good map. I also played on If You Can't Take the Heat... I also really liked that map. It was a fast-paced battle with many risks involved. I really like the maps I have played and I just downloaded Ticalla Outpost and I am going to build it. I applaud your mapmaking genius and hope you continue to make more amazing maps.
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#132
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Re: Dignan's Maps - New Map - 11/15
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Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |