Re: Tournament Map Feedback Thread
Some thoughts on the maps from ScapeCon.
Wingspan: I won on this map, I lost on this map, and it was my favorite of the weekend. The jungle at the edges gives good cover to development and glyph approaches, having the max height with three hexes and nearby medium height was sufficient to challenge it. The shadow plus jungle combo in the center works well.
Odin Wept was a challenging map, and I agree with Sir Heroscape that it felt like you were fighting the map as much as your opponent. In particular, I felt like the map was difficult for double spacers, particularly ones without flying. It was difficult to get across to the other side as engaged figures made it easy to get congested. Most engagements took place in the 9 hexes or so between the three hex outcrops/glacier and central glacier. I would consider shifting the position of those to reduce the podding in that area by the SZ and offer some wider paths to move around the central glacier. I also noticed this was one of the few (maybe only) maps from this weekend where there wasn't a space that had height on the glyph spot and nothing higher next to it.
Percolator was a nice map, I enjoyed playing on it. The central water was a feature in my mind that made you think about positioning a bit more, and the glyph placement was great - not so far out of the action that you could just sit on it with no threat, but close to good development spots and at relative height. The ruin and jungle placement was also nice to aid development, and the central flat rock area looks good aesthetically and with some height spots and ruins nearby made for interesting movement. Opposite to Sir Heroscape, I mainly developed to the right not left.
Blackridge played pretty well, although I do have some notes. LOS was a challenge to establish on this map, but it makes sense because of how short and wide it is. I felt like contesting an opponent who pulled left could only really happen from the right, as the road on the left took a fairly circuitous path. And with the climb needed with no jungle, it felt very vulnerable. I liked the opposing three hex heights boarding the road, and didn't feel like that single hex road height spot was as problematic as others, although Guilty did ream me from that spot.
Desolation played pretty well as well, but it felt a bit too big. I think that may have also emphasized the distance between the two sections of your own SZ.
Aeon - solid map. Didn't play on it too much, but liked it both times (a win and a loss)
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