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#37
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Re: Killometer's maps ~ Verdant Valley added 9/20/10
I've always been a huge fan of nyys' map Viper Valley, and ever since I got a second TJ (so that I could build VV for NHSD '09, actually ) I've fiddled around with RotV+TJ x2 maps, trying to come up with something that I like visually and tactically. I've finally hit a design that I like enough to share, so here's Verdant Valley.
It requires 1 RotV and 2 TJs, and supports 2 random power glyphs and 2 random treasure glyphs (represented by face-up Glyphs of Brandar. The treasure glyphs are trapped with Punjee Stakes. Quote:
I think that in addition to nyys' map, I also owe a debt of inspiration to GameBear's Ratcatcher and mad wookiee's Quasatch Playground (but I guess that if you're going to steal ideas you might as well steal them from maps nominated for/inducted into the BoV ). Last edited by Killometer; October 7th, 2010 at 01:46 PM. |
#38
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Re: Killometer's maps ~ Verdant Valley added 9/20/10
Verdant Valley...
I like the simplicity of it. It is good a to see a low material requirement type of map that offers good terrain variety and different strategic options. Nice job! |
#39
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Re: Killometer's maps ~ Verdant Valley added 9/20/10
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At first I vacillated a lot on where to place my glyphs, but in the end I like my placement. The power glyphs do get a boost by being on high ground relative to most of the map, but they are adjacent to the highest part of the map, and there is equal height covered by Jungle just a few spaces away allowing attackers to shoot or move in from cover. I placed them on the edges of the map to try to draw some action away from the canyon to allow gound forces to quickly move through. When I tested the map I used all four glyphs because I like that treasure glyphs encourage heroes. Because the treasure glyphs are mobile their positioning didn't ever create too much of a bottleneck across the middle of the map. My one concern about this map is that I know that TJ is pretty hard to get right now, and requiring two of them is probably daunting to players that have gotten into HS in just the last few months. Last edited by Killometer; September 21st, 2010 at 03:16 PM. Reason: I'd have repped you, lamaclown, but vBulliten says I can't yet. You have to stop doing so much great stuff all the time. :b |
#40
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Re: Killometer's maps ~ Verdant Valley added 9/20/10
LOL How ironic is that! |
#41
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Re: Killometer's maps ~ Verdant Valley added 9/20/10
I was breaking down my copy of Verdant Valley to pack it over the hill tomorrow and I realized that I used two too many grass 3-hex tiles.
I'm going to fiddle around with fixing it tomorrow, but, in the meantime, I didn't use all the sand and rock 3-hex tiles from RotV, so they can be used in place of the extra grass tiles. I'll update the download as soon as I have the map redesigned. Edit: I actually got to it today. I made a couple changes to the 1st and 2nd levels to get it within 1 RotV. The only change that affects play instead of just structure was the removal of the level 2 grass 1-hex tiles nearest the power glyphs. Last edited by Killometer; September 23rd, 2010 at 03:02 AM. |
#42
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Re: Killometer's maps ~ Verdant Valley added 9/20/10
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-insert signature here- |
#43
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
Yeah, VS has a hard time converting Jungle sometimes. This picture captures it a little better, I think.
It better shows off the cliffs,and gives a sense of the left-right division of the map. If you get a chance to play on it I'd love to hear any thoughts you have. |
#44
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
1Mmirg and I have been discussing Verdant Valley via pm, and, with his okay, I'm reposting the germaine parts of the conversation here, in hopes of garnering more insights or questions.
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#45
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
More Verdant Valley conversation (again, reposted with 1Mmirg's permission):
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#46
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
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#47
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Re: Killometer's maps ~ Verdant Valley updated 9/22/10
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Since this map uses Jungle so heavily, I think that permenantly adding Shadow might be a little redundant. Mika could always temporarily add some, though. |
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