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#85
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Re: Killometer's maps ~ Erosion added 5/11/11
Thanks for the detailed battle report, Robber. I'm glad you like the map and the battlement placement. Most of the battlements were placed to protect downhill units from engagement when they want to move past uphill units-I'm sure your WoA loved not having to worry about leaving engagement strikes!
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#86
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Re: Killometer's maps ~ Erosion added 5/11/11
Yeah. I found I wasn't climbing the hill as much, mostly moving from my starting zone to the road or to the glyphs. However, my opponent set the battle up this way, and if I used other units that weren't just meant for engaging people and beating the stuffing out of them, I think I would have played there.
One of your best, most unique maps. I noticed a near-flying wing footprint, which is the map I feel most comfortable making and playing on. So I had a great time with this fast-paced and fun map. Get it in some tournaments, let other people have fun with it, etc. |
#87
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Re: Killometer's maps ~ Erosion added 5/11/11
Cool, I like it
Visually it reminds me of Elswin Plateau without needing a TJ, which is awesome for me. I think I'll use it with the split start zones, I think that it'll draw some more play away from the road, which always seems to be cluttered in most maps I play on. Definitely looking forward to this hitting the table in our summer gamedays. |
#88
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Re: Killometer's maps ~ Erosion added 5/11/11
Thanks KA.
I found that using the split start zones can change the way this map plays a surprising amount. They can make a great forward outpost for slow moving units or Raelin, Astrid has a much more immediate impact, and Zelrig gets real scary real quick. As far as where the action on the map takes place (with either start zone configuration) I knew that the road on height would tend to draw a lot of focus, which is why I used such a strong power glyph to spread the action across the lower part of the map-+1 attack tends to get people's attention. |
#89
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Re: Killometer's maps ~ Erosion added 5/11/11
Horseshoe Hill comments ported over from the My Time to Shine tournament threads...
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Yeah, gameplay is pretty straight forward-get to the top of the hill. It's easy to fall into that trap with single RotV maps, which is why I tried to change it up with the unusual shape. I've played it both with and without the glyph. Having a glyph helps pull armies away from just parking on the highest part of the map, but it also clogs the map up more. If I used two glyphs they would almost certainly end up placed in yours-and-mine positions. Maybe I can work out a way to drop it closer to the corner, while still making most units take 2 turns to get to it. When I get a chance to revisit it more in-depth, I'll see what the leftover tiles look like, and see if I can vary the terrain leading up to the central hill a little more. Quote:
Last edited by Killometer; May 23rd, 2011 at 01:40 PM. |
#90
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Re: Killometer's maps ~ Erosion added 5/11/11
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#91
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Re: Killometer's maps ~ Erosion added 5/11/11
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#92
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Re: Killometer's maps ~ Erosion added 5/11/11
1. This is a viable option. The glyph is optional (and I think that it wasn't used at My Time to Shine last Saturday)
2. Meh. I like the general layout of this map. I'm going to look at improving some details, but the basic setup will remain the same. I have a minor adjustment that I'm going to see if I have the tiles for, but I don't want to do a major overhaul. 3. This is something that I'm also going to look at. I might be able to put one at each outermost corner. That being said, it will be a little while before I get to this. I've finally found a setup for My Way or the Hiveway that I think I like, after several months of building and destroying, and I have some corrections to make to Stony Pass. |
#93
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Re: Killometer's maps ~ Erosion added 5/11/11
Oh nice. I really liked Stony Pass, for both concept and aesthetics. Looking forward to seeing what alterations emerge.
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#94
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Re: Killometer's maps ~ Erosion added 5/11/11
It won't be anything major-I just need to correct the number of shadow tiles used, and make sure 2-hex melee units can reach everywhere. The basic layout will be the same.
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#95
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Re: Killometer's maps ~ Erosion added 5/11/11
From R˙chean's Map Challenge Round 2, Group B2 - Voting Thread
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#96
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Re: Killometer's maps ~ Erosion added 5/11/11
From R˙chean's Map Challenge Round 2, Group A2 - Voting Thread
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