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#589
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Re: Typhon2222's Maps — updated The Borogoves (v6) (Feb. 14)
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#590
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Re: Typhon2222's Maps — updated The Borogoves (v6) (Feb. 14)
Folks, I've dramatically simplified the anonymous feedback form for my maps.
The previous one had too many questions. Now there's just one single box for leaving comments. As always, any feedback appreciated, no matter how brief/random. |
#591
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Re: Typhon2222's Maps — updated The Borogoves (v7) (Feb. 18)
Thanks to feedback from rudyvalentine, Nirek, and heroscaper2010 from the recent Western PA Benchwarmers tourney, The Borogoves v7 is out.
This version addresses the potential for congestion/clogging of the hills. The top-most perch (level-4) has been reduced from two hexes to one. More importantly, all the level-3 hexes have been linked into a single long ribbon snaking around the rock outcrops: no longer any isolated hills. Reduces camping, helps melee. Also, improvements in structural stability: the big 24-hex plates are now less spongy. The Borogoves (v7) Download PDF Uses: 2 BftU, 1 TJ All feedback appreciated Last edited by Typhon2222; February 23rd, 2013 at 09:58 AM. |
#592
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Re: Typhon2222's Maps — added MORH (Feb. 25)
My second entry for Black_Charos's CMoM Map Competition.
Can't have too much fire & ice, right? I like this one. Manages to get 13 spaces of SZ separation, and glyphs 7 spaces away for flyers, while still staying lean. It's also obvious at a single glance exactly which hexes are part of the SZ, and where the glyphs go. In case, y'know, anybody ever actually takes this to a tourney. I think this map meets dok's criteria of (a) perfect convexity; and (b) no 'boring spaces' outside the SZ. (Except for maybe that one space of asphalt adjacent to the molten lava and 3-hex glacier; can't remember whether having height advantage on a molten lava hex counts as being 'non-boring' or not. dok, you listening baby?!) Hey, accommodates the Hive too. Morh Download PDF Uses: 1 Marvel, 2 TT, 1 VW All feedback appreciated Last edited by Typhon2222; February 24th, 2013 at 11:41 AM. |
#593
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Re: Typhon2222's Maps — added MORH (Feb. 25)
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A couple other comments, which you are free to ignore (I don't feel very strongly about either):
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#594
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Re: Typhon2222's Maps — added MORH (Feb. 25)
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Thanks dok. |
#595
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Re: Typhon2222's Maps — added MORH (Feb. 25)
I like this new map. It has good line of sight blockers. It has strong pathing with the glaciers forcing to pick and stay on a route. I also like the narrow choke points, they give the map a sort of narrow canyony feel.
The only thing I don't particularly care for about this map is that aesthetics in my opinion are lacking. Last edited by Crixus33; February 24th, 2013 at 03:45 PM. Reason: yes I used the "word" canyony |
#596
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Re: Typhon2222's Maps — added MORH (Feb. 25)
We played borogoves in our recent tournament. My only real comment on it would be that with the glyphs adjacent to the trees like that, it is a fair amount harder to dislodge someone from them with ranged figures (of course, whoever brought it to the tournament brought two wannok instead of the standard pool for it, so that may have had something to do with me having a real problem with that). Other than that one thing, I loved it. Looked fantastic, was fun to play on.
TL;DR: I put a lot of thought into my posts. Please read them before responding, even if they seem long. I try to make my posts useful and worth the time. Like NERVs? Try my new app! - My customs |
#597
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Re: Typhon2222's Maps — added MORH (Feb. 25)
I have to play on this map now.
But it will have to be after this upcoming tourney, since I am bring Song of the Walrus. Next month then! (I dare you to build a SotM, Lava, and Ice map!) |
#598
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Re: Typhon2222's Maps — added MORH (Feb. 25)
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#599
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Re: Typhon2222's Maps — added MORH (Feb. 25)
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#600
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Re: Typhon2222's Maps — added MORH (Feb. 25)
Make sure you have a finalized version before then, okay?
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