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  #685  
Old April 22nd, 2013, 09:47 AM
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Re: Typhon2222's Maps — added Moisture Farms (April 21).

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Originally Posted by MegaSilver View Post
Go ahead and make a Swamp/Lava/Tundra map while you are at it.
That's sheer evil, and you know it.
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  #686  
Old April 22nd, 2013, 10:06 AM
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Re: Typhon2222's Maps — updated Caldera (April 22).

Okey dokey, v4 of Caldera. This one addresses greygnarl's concern: Raelin now unable to reach level 4 in one OM. Also moves a shadow tile. And shuffles the dungeon and jungle around the glyph: there's now more jungle protection for units going left; and the level-3 dungeon perch right next to the glyph no longer gets the jungle bonus.


Caldera (v4) Download PDF
Uses: 2 BftU, 1 TJ

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  #687  
Old April 22nd, 2013, 02:04 PM
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Re: Typhon2222's Maps — updated Caldera (April 22).

You'll be happy to hear that Marginal Gain plays MUCH better than Quicksilver Fane, and I'm really enjoying it. I've played 2 games on it so far, and it seems fairly balanced, although I think the Middle of the map sees more play than the sides, maybe move a bush or 2 higher up the hill? I noticed you didn't use the ruins either, those might make the hills more interesting.

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  #688  
Old April 22nd, 2013, 02:57 PM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated Caldera (April 22).

Quote:
Originally Posted by boromir96 View Post
You'll be happy to hear that Marginal Gain plays MUCH better than Quicksilver Fane, and I'm really enjoying it. I've played 2 games on it so far, and it seems fairly balanced, although I think the Middle of the map sees more play than the sides, maybe move a bush or 2 higher up the hill? I noticed you didn't use the ruins either, those might make the hills more interesting.
Thanks for the good news Boromir! That's really encouraging. Perhaps I should revisit it, with your ruin-using suggestions in mind.
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  #689  
Old April 22nd, 2013, 03:09 PM
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Re: Typhon2222's Maps — updated Caldera (April 22).

FROM THE VAULT

Looking over some older maps, I was reminded of how much I liked this one. It's not my original creation, but is rather a minor tweaking of a map that Kaemon Awa 123 created for The 1x BftU Challenge. I was struck at the time by the creativity of his design, and still am.

I'm not saying I think this is a perfect map. Things can get rather congested around the glyphs. And Phantom Knights (and perhaps Wyrmlings) should be banned from playing on it, since they can grab both glyphs on OM1. Also suffers a bit from the "two hills" issue (though the shadow linking them helps to ameliorate this). But those are relatively minor detractions, I think, from the interest of his design. If you're interested in seeing what can be done with a single Dungeon set, I recommend giving this a whirl.

(And whatever happened to Kaemon Awa 123 anyway? I haven't seen him on the boards for quite a while. A pity.)


A blatant and loving rip-off of Shadow Chasm, by Kaemon Awa 123. This version makes the map fully symmetrical, and adds glyphs. Revised with his kind permission.

Shadow Spasm Download PDF
Uses: 1 BftU

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  #690  
Old April 23rd, 2013, 10:14 AM
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Re: Typhon2222's Maps — updated Caldera (April 22).

This last one looks pretty cool.

I also may take some fights on Dance of the Dryads this week.

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  #691  
Old April 23rd, 2013, 10:16 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated Caldera (April 22).

Quote:
Originally Posted by Foudzing View Post
This last one looks pretty cool.

I also may take some fights on Dance of the Dryads this week.
Thanks Foudzing!

If you get a chance to play on Dance of the Dryads, I'd love to know what armies you played, and which one won.
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  #692  
Old May 9th, 2013, 09:02 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated Dance of the Dryads (Mar. 28

Quote:
Originally Posted by greygnarl View Post
I've had Phlegrean Fields built for a bunch of testing with my customs and C3V stuff.

I'd like to see that single swamp hex between the Hive and the 2 swamp water riles slid over one space to attach it to the 24 hex. It would give melee an easier time I think because getting rats on those 2 elevations can slow them down by an extra turn.

EDIT: It also would probably let melee contest that height a bit better. It might not though because then you can set up a wall on all swamp forcing melee to go around to get off of low ground. I'll run some games with that change and tell you how they go.
Greygnarl,
Curious, have you had a chance to try out Phlegrean Fields with your suggested change?
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  #693  
Old May 9th, 2013, 09:41 AM
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Re: Typhon2222's Maps — updated Caldera (April 22).

I played on Dance of the dryads.

The aestetic seems a bit odd (trees on lava) but I like it, especially when the figures are on the battlefield.

The size of the map is exactly what I look for in tournaments, quite small, so you don't have to stand up to check everything and see everything clearly, or to grab the figures, but not too small, perfect. The shape is also perfect: round/square shape is better to play on a table.

I think the the big tree and the big rock are missplaced tho, I think if they both were placed a little more in the center it would be more aestetic and give more strategies and path options.

Me and my brother played a match:
me: 2xWestons, Finn, Hydra, Shurrak
him: 2x Sentinels of Jandar, Raelin, Taelord, Ashigarus Harquebus.

This match showed something I did not expected in Dance of the Dryads, if your opponent has no range (or almost no range), you can turn on camping hard mode because there is a lot of lava next to the start zone, and only the left wing of the startzone is on height, so you can camp the right wing of your startzone pretty much.

With this tactic, my brother won because I was only able to reach one Harquebus, I could have hope a Shurrak slugfest at the end with only 3 harq left and a sentinel (+Rae + Taelord) but the last sentinel goes 4skulls on 4 and he goes 0 shields.

Beside camping, I don't think the ranged figures can do much on this map, because all the high spots rare lava and adjacent to a road hex.
They can go to the left of their starting zone when there is no road but they can't see anything because of LoS blockers.

In order to prevent camping, I think you should force Wannok and another strong glyph (defense +1 for example) on this map.

I've always thought road+lava on height+LoS is too much help for melee, they don't need so much help, only 1 or 2 of this things are enough. Stop thinking that melee is bad.


Last edited by Foudzing; May 9th, 2013 at 10:11 AM.
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  #694  
Old October 26th, 2013, 07:55 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated Caldera (April 22).

Hi folks.

I decided to treat myself after a long week, and have some fun tweaking maps. First time in over half a year. Here's a heavily revised version of Caldera. I like how it turned out; hope you will too.

If any kind soul feels like giving this a whirl, please let me know what you think. I'd be super grateful.


Caldera (v5) Download PDF
Uses: 2 BftU, 1 TJ


Last edited by Typhon2222; October 26th, 2013 at 09:28 AM.
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  #695  
Old October 26th, 2013, 08:31 AM
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Re: Typhon2222's Maps — updated Caldera (Oct. 26).

He's alive!

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  #696  
Old October 26th, 2013, 09:16 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — updated Caldera (Oct. 26).

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Originally Posted by Foudzing View Post
He's alive!
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