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#49
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Why does everyone have to keep making awesome 2xTJ maps that I can't build?!!! Looks great Killo, keep it up!
Even though I walk through the valley of the shadow of death, I will fear no evil, for you are with me -Psalm 23:4 |
#50
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Thanks Killer Lawnmower and Freezie. I hope that you get ahold of enough TJs to build it sometime; it looks even better in real life than it does in VS.
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#51
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Using Verdant Valley in my tourney
Superb. MegaSilver |
#52
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Thanks for the exposure, MegaSilver. I can't wait to hear more feedback about it.
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#53
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Killometer, are you (& others) satisfied with Rising Pressure? I'm inclined to use it in an upcoming event and I want some assurance it's seen a little wear and tear, so to speak.
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#54
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Quote:
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#55
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Killometer, what glyphs are these?
Thanks. |
#56
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
The two nearer the edges are Oreld (Intercept Orders) and the one in the middle is Wannouk (Wound).
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#57
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
I've been fiddling around with a map idea where all non-Start Zone spaces are road; kind of a Highways and Dieways on steroids.
I started with just 1 BftU and 1 RttFF, but it didn't take too long before I realized that I needed to add a second RttFF. I kept messing with the design, but wasn't happy with it until I decided that it was too flat. Once I broke down and added the second BftU it immediately started to come together how I wanted it-the elevation changes were just what it needed, the extra LoS blockers were helpful, and I had enough shadow tiles to space out the start zones a bit. It had gotten closer to being finished, but it still lacked something-it crowded up too fast-so I wasn't ready to post it. I puty it aside for a while to percolate, and when I looked it over tonight I had an epiphany-I dropped some water spaces on the edge of the map where I had glyphs and replaced them with corridors of shadow tiles. It opened the map up the perfect amount. I've sacrificed my original vision to a small degree, but it's true enough, and I really like what I've come up with, so here's Stony Pass. |
#58
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Quote:
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#59
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Re: Killometer's maps ~ Stony Pass added 1/27/10
Thanks. I tried to impede Line of Sight as much as I could, and I think I was pretty successful, and the map's fairly small size and effectively permenant road bonus really helps melee units close with any ranged units that manage to get them in their sights. I also tried to establish as many round-about routes as I could to prevent it from being clogged up too quickly.
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#60
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Re: Killometer's maps ~ Stony Pass added 1/27/10
It looks problematic for the likes of Nilfheim with his wide wings (but that's definitely not a bad thing, in my book).
I really like the layout. It looks like it would feel like fighting through a dense forest where you can't see a long way in any direction. ~Z |
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