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  #589  
Old February 16th, 2013, 08:18 AM
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Re: Typhon2222's Maps — updated The Borogoves (v6) (Feb. 14)

Quote:
Originally Posted by greygnarl View Post
HoSS is playtested against Classic scape, and even though they don't have Valkyrie generals, the units are fully comaptible, so all your normal conventions will work.

We won't be making 7 move PKs or Raelin.
Quote:
Originally Posted by heroscaper2010 View Post
I averaged out most of the HoSS figure's move/range.

Melee figures had an average Move of 5*.
Ranged figures had an average Move of 5* and average Range of 6*.

*Rounded.
Interesting.....
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  #590  
Old February 16th, 2013, 08:28 AM
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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.
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  #591  
Old February 18th, 2013, 02:35 AM
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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.


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Last edited by Typhon2222; February 23rd, 2013 at 09:58 AM.
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  #592  
Old February 24th, 2013, 06:05 AM
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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.


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Last edited by Typhon2222; February 24th, 2013 at 11:41 AM.
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  #593  
Old February 24th, 2013, 12:32 PM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by Typhon2222 View Post
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?!)
I'm pretty sure I never defined "boring spaces" to exclude molten lava.

A couple other comments, which you are free to ignore (I don't feel very strongly about either):
  • In a case like this map, where you have an even number of every piece, it's nice to avoid putting two glaciers together like you do in the middle, It's mostly an aesthetic thing, but it also avoids the "LoS through the glacier gap" thing that's kid of annoying.
  • In a similar vein, I've noticed that you tried to bulk up the 1-space glaciers with snow tiles beneath them. When it's possible, I prefer to have the 1-space glacier next to at least one other same-level piece of terrain, because they are not super-stable otherwise. If it helps, I'll add that the 1-space glaciers are actually much better LoS blockers than how they appear in virtualscape. (It drives me a little crazy the way people ignore the 1-space glaciers for LoS in the online games.)
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  #594  
Old February 24th, 2013, 12:48 PM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by dok View Post
  • In a case like this map, where you have an even number of every piece, it's nice to avoid putting two glaciers together like you do in the middle, It's mostly an aesthetic thing, but it also avoids the "LoS through the glacier gap" thing that's kid of annoying.
  • Ah yes, but if you prop it up high enough, as here, most standard Height 5 figures can't see through the gap.

    Quote:
    Originally Posted by dok View Post
  • In a similar vein, I've noticed that you tried to bulk up the 1-space glaciers with snow tiles beneath them. When it's possible, I prefer to have the 1-space glacier next to at least one other same-level piece of terrain, because they are not super-stable otherwise. If it helps, I'll add that the 1-space glaciers are actually much better LoS blockers than how they appear in virtualscape. (It drives me a little crazy the way people ignore the 1-space glaciers for LoS in the online games.)
Yesh, I know they're not stable if not directly attached to some adjacent same-level something. But they do block LoS even better this way. Tough choices....

Thanks dok.
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  #595  
Old February 24th, 2013, 03:45 PM
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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.

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Last edited by Crixus33; February 24th, 2013 at 03:45 PM. Reason: yes I used the "word" canyony
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  #596  
Old February 24th, 2013, 11:05 PM
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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.

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  #597  
Old February 24th, 2013, 11:10 PM
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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!)
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  #598  
Old February 25th, 2013, 02:15 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by personwholives View Post
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.
Thanks person! So glad it gets a thumbs-up from you. And while I'm sorry it may have cost you your game on it, I'm really happy that figures on the glyphs were able to take advantage of the tree bonus to avoid being gunned down by ranged. Given their central location, and with a fringe of high ground around on all sides, I figured they would need it.
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  #599  
Old February 25th, 2013, 02:17 AM
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Typhon2222 Typhon2222 is offline
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Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death! Typhon2222 is hot lava death!
Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by MegaSilver View Post
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!
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  #600  
Old February 25th, 2013, 09:12 AM
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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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