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#37
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#38
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Maps
On the subject of the tournaments "Forrest" map. I was working on them this weekend and have really run up against a wall with High Road. I tried several modifications to it, but I couldn't get it laid out the way I was hoping for. I think it's a little too cramped as it stands right now and a bit too easy to choke up. I ended up building an entirely new map that I'm pretty excited about. I think the playtest group will get a kick out of it tomorrow (or at least I hope they).
In any event, the test last week on Trip's Glade were really good and I think it's tweaked to a "solid" point. I'll post build instructions to it after this Tuesdays playtest session. Also, the Dam Ruins tested well. I've made a decent amount of changes since I uploaded the image on this thread. It looks like denial of the high ground is pretty important right now on that one (of course that's the same with most maps). I'm going to make a couple more changes to it tonight for tomorrow's session. As you can tell, we'll have several maps set up for testing tomorrow. Anyone interested in joining us just drop me a PM and I'll give the address. |
#40
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Hey Dignan, I'm going to be able to make it tonight so it'll be fun testing out the new stuff you've built. Also, John may be coming with me, too.
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#41
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#42
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#43
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I think the new road/forest map we tried out tonight was great. I wish the wound glyph could be not on the road or a level lower or something-don't know how that would work--in water? Trees would definitely have to be moved-probably not worth it. The wound glyph just seemed so important in the game I played. Maybe a few games should be tried with it as a random glyph to see what happens? Still in love with the Dam map-even though I've lost on it every freaking time. It's just so HARD. and cool looking. I only played the lava map once, but it seems easier to get/block access to one of the glyphs from one of the sides. Wow that was not a helpful comment. I think you know what I'm talking about though. Maybe adding a way around the wall onto the map-a lower lava field piece maybe? And how about a new swamp map? Any chance of updating the maps on the first post? And after asking for a lot of painstaking work, let me thank you for hosting this thing. I know it takes a lot of effort, but these Tuesdays have been a blast! Deathwalker army lookin' like a lock... |
#44
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#45
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I don't know if you have the resources (it would take a lot), but this is a pretty interesting take on a swamp map:
http://heroscapers.com/community/sho...7b6967193d3285 I have 6 sets of fortress you could borrow, if you wanted. They're all "inked" to bring out texture, so it would be pretty easy to tell my sets from yours. If you're limiting yourself to BOV standards for the maps, then disregard. (BTW you're going to run that knight army, aren't you?) |
#46
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#47
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Alright, I just updated the Map page.
I took off You take the high road from the possible forest maps and added Flash Fire. Also, I added the PDF for Tripdien's Glade as that map appears to be "done". Now we just need to decide which one we like more. I also added the PDF for the Dam Ruins. It being one of the more unique maps for this event, I wanted to get that download out so people could get a chance to play with it a bit. The PDF is a little different than the picture, I just haven't updated that image yet. The PDF reflects the current version. This weekend I also tweaked Molten Palace. The image isn't updated, but I'm very pleased with the changes. I think that the map has been significantly improved with a few minor tweaks. Hopefully playtesting it Tuesday will bear that out. Lastly, I created another swamp map this weekend as well. I'm really jazzed about how this map looks, however, I'm not sure if it will play well. Again, we will have to see how Tuesday goes. |
#48
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