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  #181  
Old February 4th, 2012, 12:33 AM
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Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death!
Re: Killometer's maps ~ Bandit Pass 2/2/12 *includes scenari

What about a combination of both?

HOTFOOT
Players take turns choosing a figure they control that is standing on a lava field space and does not have the Lava Resistant power until they have chosen all such figures. When a figure is chosen, the player may move that figure one space if it does not end its movement on a lava field space. If the chosen figure does not move, that figure immediately rolls for lava field damage.

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  #182  
Old February 8th, 2012, 07:12 PM
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Re: Killometer's maps ~ Karst added 1/30/12

I've modified the Bandit Pass scenario edition slightly. Now destroyed Guards drop Glyphs of Brandar instead of treasure glyphs. This is important because it means that all figures must stop on them. Before common units could continue past them. Now the Bandit can be slightly more tactical in which Guards they try to destroy in order to block choke points to keep Guards from reclaiming dropped glyphs.


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Last edited by Killometer; February 9th, 2012 at 09:42 PM.
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  #183  
Old February 9th, 2012, 02:36 PM
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Re: Killometer's maps ~ Bandit Pass 2/9/12 *includes scenari

I've made a couple very slight changes to both versions of Bandit Pass that improve the stability of the level-2 24-hex plates and also move the shadow tiles nearest the start zones up to level 2.

Updated downloads:

Bandit Pass tournament edition



Bandit Pass scenario edition


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  #184  
Old March 2nd, 2012, 12:46 AM
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Re: Killometer's maps ~ Bandit Pass 2/9/12 *includes scenari

When you say lava-space, do you mean Molten Lava, or Lava Field, or both?


Never mind. I was responding to the post linked from the Bandit Pass post without noticing that there was more of the thread to read.

~Z


The influence of a frozen beef pie
My map thread

Last edited by cmgames; March 2nd, 2012 at 12:53 AM.
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  #185  
Old March 2nd, 2012, 12:51 AM
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Re: Killometer's maps ~ Bandit Pass 2/9/12 *includes scenari

Lava field.

Edit: Originally it was both, but during the discussion it was reduced to just field.

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Last edited by Killometer; March 2nd, 2012 at 01:24 AM. Reason: post #5150, for all you penal code afficianados out there.
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  #186  
Old March 15th, 2012, 11:13 PM
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Re: Killometer's maps ~ Bandit Pass 2/9/12 *includes scenari

Killo, you at all tempted to add two power glyphs to Bandit Pass? — in the corners, on the single level-2 dungeon spaces directly overlooked by the level-3 dungeon spaces? And make the central glyph a power as well? I think it would give a tad more incentive to sieze the high ground. And your masterful positioning of the rock outcrops effectively screens those areas anyway, so units battling over the glyphs wouldn't be able to gun down into the center.
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  #187  
Old March 17th, 2012, 04:23 AM
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Re: Killometer's maps ~ Bandit Pass 2/9/12 *includes scenari

Played on Bandit Pass last night. We thought it a lovely design, and I'd love to include it in our tourney.

Only request.... We played it with glyphs as outlined above (3 power glyphs: 1 in middle, and 1 each on the level-2 dungeon spaces near the corners overlooked by the level-3 dungeons spaces). And liked it a lot. Drew action to the edges as well as the center. Would you be up for making a PDF of that version for our tourney?
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  #188  
Old March 17th, 2012, 11:57 PM
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Re: Killometer's maps ~ Karst updated 3/17/12

Slight update to Karst (1x BftU). I got to play on it against someone other than myself today for the very first time, and I found my Death Chasers having a very difficult time moving laterally across the center of the map due to the pool of five water tiles there. Once I commited to a hill, I was basically stuck on that side until I got to the other start zone.

I've fixed this by pulling a shadow tile from a hole by the start zone and swapping it with one of the central water spaces. There is still a bit of a road block (intentionally) in the center of the map, but now it's only one space long instead of two.

I tried a few different combinations after today's gameday, and this was the one I like the best-the shadow tile I pulled was very rarely used or moved through where it was, and the path around the glyph is two spaces wide, meaning that the glyph holder can't lock it down. Double spaced units on the glyph can now get the shadow bonus, but there are a lot of them that can benefit from that small perk.

New version:



old version:




@Typhon-First my thoughts on glyphs on Bandit Pass: I felt like its terrain variety (low Shadow, central road, hidden high ground) offered enough incentive to move around that I decided against power glyphs. I also didn't want them to because I was concerned that they would cause too much congestion around them (due largely to BP's small size). I went with optional TG's to add just a little spice and encourage getting heroes out into the fray, without gumming up or distracting squaddies.

That being said, your success with power glyphs on it intrigues me. I'm going to hold off on making a pdf of it 'til I get to try it or see it in action, but if you'd like to use BP with that set-up for the ADAT tourney you have my support 100%.

Vanity quote:
Quote:
Originally Posted by Robber View Post
BTW, a great map for testing is Killo's Erosion- I try to match the gameplay of my maps to it (Hence, Zephyr). I've never had any more fun games than on that map.

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Last edited by Killometer; March 26th, 2012 at 12:45 AM.
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  #189  
Old March 18th, 2012, 12:12 AM
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Re: Killometer's maps ~ Karst updated 3/17/12

Oh, I LIKE the new Karst. Amazing what moving two hexes around can do.

Quote:
Originally Posted by Killometer View Post
@Typhon-First my thoughts on glyphs on Bandit Pass: I felt like its terrain variety (low Shadow, central road, hidden high ground) offered enough incentive to move around that I decided against power glyphs. I also didn't want them to because I was concerned that they would cause too much congestion around them (due largely to BP's small size). I went with optional TG's to add just a little spice and encourage getting heroes out into the fray, without gumming up or distracting squaddies.

That being said, your success with power glyphs on it intrigues me. I'm going to hold off on making a pdf of it 'til I get to try it or see it in action, but if you'd like to use BP with that set-up for the ADAT tourney you have my support 100%.
Heh, okay, but I don't want to post it in our tourney thread as a tourney map unless there's a PDF for it. Don'cha wannna humor me and make a quickie PDF of it in that format, just so you can see your name in lights sooner rather than later?
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  #190  
Old March 18th, 2012, 12:26 AM
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Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death! Killometer is hot lava death!
Re: Killometer's maps ~ Karst updated 3/17/12

Fine, fine, fine.

Bandit Pass Typhon edition


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Last edited by Killometer; March 18th, 2012 at 12:47 AM. Reason: Maybe I should change it to "Bandit Pass squeaky wheel edition". :p
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  #191  
Old March 18th, 2012, 12:41 AM
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Re: Killometer's maps ~ Karst updated 3/17/12

Quote:
Originally Posted by Killometer View Post
Fine, fine, fine.

Bandit Pass Typhon edition

What a lovely map! And a fantastic name too, if I do say so.

Adding to tourney thread.

Last edited by Typhon2222; March 18th, 2012 at 12:42 AM. Reason: such a lovely name......
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  #192  
Old March 28th, 2012, 07:41 PM
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Re: Killometer's maps ~ Dry Season added 3/28/12

Typhon's various 1xMS map contests has gotten me considering single MS builds lately, but I'm not quite as bold with BftUs as he is, so I decided to attempt a more traditional tournament-style single RotV map than my previous one, Horseshoe Hill. It came together surprisingly quickly, and the result is Dry Season.


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