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#25
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Re: Filthy's Maps - Updated 2010-10-02
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#26
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Re: Filthy's Maps - Updated 2011-05-14
Dear Mr. Clown,
I thought you had a couple good entries. 2 man enter was a very inspired concept. I liked the idea of that central paved "rumble pit." Some other maps came up with similar concepts but yours was the only one that included the start zones inside. I liked how your map thread chronicled the development of the idea, too. Looking back, I think I liked version 2 best. I think the ruins on the left side of the map was a good way to reduce sight lines across the whole expanse of the map. I also think that I liked it better when the column wasn't in the middle of the "rumble pit." I have concerns about the stability of it, but 1 measly column doesn't really reduce visibility for range by that much. While I enjoy the novelty of the "mano a mano" start zone I'm not sure it adds much. I think that in practicality the opponent would either not use it or use it to simply send an expendable unit to choke up the opponent's start zone while consolidating power in the center. Perhaps it rewards initiative too much. If there's any one flaw in the map, I think you're over battlement-ed. You've included battlements in many places where I think they are actually a detriment. Battlements severely slow movement but have little/no effect on ranged units. As a result the battlements in your map exacerbate the problem of chokepoints needlessly. I think you would have been better off to have fewer, or in different areas. Your placement of roads, though was spot-on. There were great avenues to truck melee units into the heat of the action. Good work! Last edited by LilMoochie : five minutes ago. Reason: You think it's mindless drivel now? You should have seen it before. LilMoochie's Maps, LilMoochie's trades Last edited by LilMoochie; May 22nd, 2011 at 08:49 PM. |
#27
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Re: Filthy's Maps - Updated 2011-05-14
I think that the location of the battlements was to make sure it wasn't a battle of range. At least with their positions keep it to a battle that spans some range and some melee. I like the map and I persoanally woudn't change a thing, but that's just my opinion.
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#28
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Re: Filthy's Maps - Updated 2011-05-14
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As for the ruins: I removed them because the larger ruin did not quite fit by the start zones; I guess it was more of a personal thing, but I want to revisit this, as they do add a little more shielding in a start zone that could potentially be targeted from the center platform early in a match. Quote:
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That being said, I have some changes to add to the map to make the center a bit more accessible while still allowing for alternate routes. I will playtest these changes and then post up a new version. Thanks again for the feedback, and please...Call me Filthy. Quote:
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#29
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Re: Filthy's Maps - Updated 2011-05-14
I can grab 4 rats and block off the whole entire map... Wow.
I think that there are way too many choke points, being the two entrances to the center "arena" and the two areas toward the sides. A figure can stand in one of those points and severely block off a large portion of the map. I'd edit it to include less battlements, in support of LilMoochie. |
#30
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Re: Filthy's Maps - Updated 2012-01-28
My Custom Miscellany | Tourney Results Online HS - Master Figure Template | HS Online app | Online Play Instructions Last edited by Filthy the Clown; February 17th, 2013 at 09:13 PM. Reason: Updated broken image link. |
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