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Maps & Scenarios Battlegrounds and scenarios |
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Killometer's maps ~ Vallum (single RotV) updated 3/1/15
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Last edited by Killometer; March 2nd, 2015 at 02:20 AM. |
#2
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Re: Killometer's maps ~ new map 2/2/10
Nice clean looking build. I like the choices you made with the trees and water tile to balance out the ruins. And the way the map is visually split in thirds is really interesting.
Looking forward to seeing how the varying height in the middle-third plays out. |
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Re: Killometer's maps ~ new map 2/2/10
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I originally had a couple water tiles in the central basin, but they severely bogged down melee units, so I took them out and the resulting play was much better. I also worked hard to open up the bottlenecks on each end of the ruins-originally the tree side was only 3 hexes wide and ruin side was only 2 hexes wide, but I upped those to 4 hexes and 3 hexes, respectively, and increased the area on the same level. |
#4
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Re: Killometer's maps ~ new map 2/2/10
Really nice and quite simple. Sometimes those type maps are the best. I like it and hope to see more of your maps in the future.
Now, stop reading this and get to work on that "ambitious" one. "Chewie should move 6, lumbering or not. He's got long-ass legs"-
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#5
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Re: Killometer's maps ~ new map 2/2/10
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#6
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Re: Killometer's maps ~ new map 2/23/10
I've added a new map, Perilous Paradise, to the op. I was hoping to get a few more people to try it out before I posted it, but unfortunately I couldn't make it to last Saturday's BAG Day. I still feel pretty confident that it's balanced, in spite of its moderate asymetry. It uses 1 RotV, 1 VW and 1 RttFF, with slight asymetry along the y-axis (perpendicular to the start zones) and strong asymetry along the x-axis (parallel to the start zones). The maps offers the choice of height, at the risk of taking lava damage, or jungle defensive bonuses, sacrificing height. A single random glyph can be placed on a lava field tile near the center of the map.
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#7
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Re: Killometer's maps ~ new map 2/23/10
I've been working on an asymetric map for the last couple weeks to post in the TWAMP thread. I was hoping to get some more players on it during a BAG Day before I submitted it, but my work schedule changed and I won't be able to make it to any more for the foreseeable future, so I offer it with the warning that it hasn't seen many different players.
Rising Pressure Requires 1 RotV, 1 VW, 1 RttFF. High y-axis asymetry, low x-axis asymetry. The red team starts on level 3 with adjacency to levels 4 and 5. The blue team starts on level 1, with 6 of their start spaces on road tiles, and rapid access to the map's only glyph. My goal with this map was to give both teams the opportunity to reach the highest parts of the map in almost equal time in spite of the differences in distance. The blue team has open exits from their start zone, with two primary paths along the roads, and several secondary paths between the ruins and the trees. The red team has the option to take the highest part of the map on its initial turn, but has to weigh that choice with the risk of lava field damage at the end of the round. Alternatively they can move to or through the level 4 7-hex area safely, but risk giving up a height advantage. The map's single glyph is effectively only available to the blue team and is placed their to help them survive assaulting an army with a height bonus boosting their attack and defense. I have been playing it as Defense +2, and so far it has been working well, but I've been considering trying out a downgrade to Defense +1. I've also considered adding a weaker glyph (like Initiative +8 ) to the red side of the ruins to draw some action down from the ridge, but haven't played the map with that change yet. Earlier versions of the map used molten lava tiles, but movement was dictated enough by the roads and LoS blockes that they detracted from the flow of the map and overly strenghtened range, so they were removed. The heavy use of LoS blockers across the center of the map allows for army to stage units within striking distance of the other army without being vulnerable to ranged attacks. |
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Re: Killometer's maps ~ undated map 3/8/10
**copied from the TWAMP thread**
Over the last week I've been working on addressing some of the concerns dok brought up about Rising Pressure, and I finally feel ready to share Rising Pressure v4 My first focus was to try to break-up some of the choke points. dok suggested using Lava Field tile to prevent camping at those spots, but, because the 2 main choke points both had Road tiles, I wasn't able to effectively use that trick. Instead I reorganized all of the LoS blockers to open up the center of the map, and redid the South Road (south as it appears in the build instructions) to make it more of a straight-shot from one side of the map to the other. This resulted in additional paths past the central LoS blockers, and made the South road a faster, but more vulnerable route than the North Road. I also connected the Roads in Blue's Start Zone, which allows the Blue team more choice about which Road to send units up, and allows the Red team better access to both corners of Blue's Start Zone when descending the Roads. Second I re-examined my choice of Glyphs. I ended up dropping the Defense Glyph (both the idea of +2 and +1) and added two Intercept Orders Glyphs, and a third, permanent Glyph. The Glyphs of Oreld are placed at opposite sides of the downhill end of the map, one behind each tree. I decided to use two because of the fail chance, and because I think it adds an additional strategic element to their use-do you rush out and grab them both right away, hoping to break your opponent's army before it even gets rolling, or do you wait and keep one (or both) in reserve to shut them down when they start to get a head of steam? The third Glyph is located near where I originally placed the Defense Glyph, but without the tree that used to stand in front of it. I have been playing using a Wound Glyph, but I think that the Initiative +8 Glyph might work as well. Both those Glyphs become most valuable during the 3rd turn, so the focus on them will wax and wane as a round's strategies change. Last edited by Killometer; May 6th, 2010 at 01:21 AM. |
#9
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Re: Killometer's maps ~ updated map 4/2/10
Yesterday I played two games on Perilous Paradise
Spoiler Alert!
I've also used this edit as an excuse to clean up my OP, so now it's a little easier to glance through. |
#10
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Re: Killometer's maps ~ updated map 4/2/10
I've put together Round the Outside for some playtesting for the upcoming event in Philadelphia.
I've played 4 games on it. I really like the map. It has good line of sight blockers, and good speed with the roads running around. 73 tournaments. 175 - 145 - 1 overall record. 6 tournament wins. |
#11
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Re: Killometer's maps ~ updated map 4/2/10
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Have you had any problems with units getting jammed up at the narrow parts of the map (where the road passes the ruins)? That was one of my biggest concerns, so I did what I could to widen the map there, and I'm interested to hear if it was wide enough for your games. |
#12
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Re: Killometer's maps ~ updated map 4/2/10
Gloomy Crevasse half map
This map was designed for the Embrace the Suck tournament in San Jose on 4/24/10. It requires 1 BftU. I designed it to give the team starting on this side the options of either rapid, protected access to the other half of the map (through the Shadow and LoS defended) corridor through the center of the map, or easily accessible, but slightly more vulnerable, positions of height. I also added the vanity of ing and adding links to tourneys where my maps have been used in the OP. Last edited by Killometer; April 25th, 2010 at 12:42 PM. |
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