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Maps & Scenarios Battlegrounds and scenarios |
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#1
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B96's Maps-A Shortcut to Mushrooms added
Newest map,
A Shortcut to Mushrooms... Uses 1 RotV and 2 RttFF Swampway Uses 1 SotM and 1 RttFF Highland Road Uses 1 RotV and 1 RttFF Feedback is appreciated! Last edited by boromir96; September 11th, 2012 at 12:03 PM. |
#2
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Re: B96's Maps-Shadow Pools added
Looks like a fun map to play on. Is there a link to the VS download?
If you have an idea for a signature, let me know. Until then, this stays here My Trade List My Custom Map Thread |
#3
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Re: B96's Maps-Shadow Pools added
Oops, I missed your post There is a link right above the pics (It's "Shadow Pools")
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#4
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Re: B96's Maps-Shadow Pools added
Quote:
Thanks. I'll give you some feedback after I take down my latest map. If you have an idea for a signature, let me know. Until then, this stays here My Trade List My Custom Map Thread |
#5
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Re: B96's Maps-Shadow Pools added
Added Highland Road.^
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#6
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Re: B96's Maps-Shadow Pools added
I like that highland road map a lot! It looks great aesthetically, good luck with the contest.
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#7
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Re: B96's Maps-Shadow Pools added
Thanks! I got some advice from Gamebear(Mapbuilder extraordinaire) Via Pm,SO I should hav a slightly revised version up soon.
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#8
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Re: B96's Maps-Revised Highland Road
I have revised Highland road. I moved the ruins in the start zone so the Hive could fit, move the Glyphs so a 2 spacer could stand on them, and pretty much took out an entire level on the sides.
Feedback is appreciated! Highland Road Uses 1 RotV and 1 RttFF |
#9
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Re: B96's Maps-Revised Highland Road
That picture just makes that map look epic! I'm going to play on it after I get one more game in on the map from my battle report (which should be up tomorrow). I'll make a report for it in my thread so if you want to know how it plays, look there in the coming week!
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#10
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Re: B96's Maps-Revised Highland Road
Cool! Glad you like it so much, Maybe I'll get your vote!
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#11
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Re: B96's Maps-Revised Highland Road
Highland Road is a good looking map. I like how you captured the feel of a bridge, without actually having one.
My one concern (without having built it) is the imbalance of the glyphs. If they could be shifted 2 spaces alobg the edge of the map towards the middle there would be a lot less worry about drawing mismatched glyphs. You'll need four single hex tiles to build up the edge of the map a bit to maintain glyph access for double-space units, but if you have them available, or can free them up, I think that little change will make this map even stronger. |
#12
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Re: B96's Maps-Revised Highland Road
Quote:
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