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  #145  
Old July 31st, 2008, 01:33 AM
GameBear GameBear is offline
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New map: Tempered Flares. 1 MH + 1 TJ + 2 VW
Glyphs: Brandar x2
More than just magma had risen through the fissure. Just as the boiling pools were threatening to consume the area, some invisible agent had surfaced, imbuing the vegetation with an unnatural resilience. The fauna was now not only surviving, but improbably thriving in puddles of molten lava. Two mysterious objects had been permeated as well, and now lay unscorched atop the lava field. Individually, the glyphs were mere curiosities; together, however, they could be used to harness this newfound power.
While one army simultaneously controls both Glyphs of Brandar, all figures in that army are Lava Resistant - they do not roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

For a more conventional setup, remove the Glyphs of Brandar and place one random glyph in the center of the map.


Last edited by GameBear : July 31st, 2008 at 07:40 AM.

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  #146  
Old July 31st, 2008, 02:34 AM
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Re: GameBear's Maps - New Map 07/31/08

The link is to Ticalla Sunrise and at least where I am, it's still the 30th.

EDIT: Got to it by looking through all your Gallery submissions, I like how you limit the effects of the jungle foliage by placing molten lava next to it. I looks awesome, but I'll have to wait until I get another VW to build it.


Last edited by S1R_ART0R1US : July 31st, 2008 at 02:45 AM. Reason: Typos and actually saw the map.

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  #147  
Old July 31st, 2008, 07:46 AM
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Re: GameBear's Maps - New Map 07/31/08

Quote:
Originally Posted by GameBear View Post
New map: Tempered Flares. 1 MH + 1 TJ + 2 VW
Glyphs: Brandar x2
More than just magma had risen through the fissure. Just as the boiling pools were threatening to consume the area, some invisible agent had surfaced, imbuing the vegetation with an unnatural resilience. The fauna was now not only surviving, but improbably thriving in puddles of molten lava. Two mysterious objects had been permeated as well, and now lay unscorched atop the lava field. Individually, the glyphs were mere curiosities; together, however, they could be used to harness this newfound power.
While one army simultaneously controls both Glyphs of Brandar, all figures in that army are Lava Resistant - they do not roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

For a more conventional setup, remove the Glyphs of Brandar and place one random glyph in the center of the map.
Being a big fan of HopScorch by Elstree, I think this map is going to be a lot of fun. I'm looking forward to testing it out later this week.


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  #148  
Old July 31st, 2008, 09:05 PM
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Re: GameBear's Maps - New Map 07/31/08

I want to try out boiling point in my next battle. I'm beginning to love lava in maps. I also like the variety of terrain used in tempered flares.


Last edited by elf326 : July 31st, 2008 at 09:06 PM. Reason: addition

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  #149  
Old September 1st, 2008, 02:15 AM
GameBear GameBear is offline
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New map: Sidewinder. 1 MS + 1 TT
Glyphs: 2 random

Water is often used on Heroscape maps to steer traffic in other directions. On this map, I tried to create a strong incentive for figures to cross the water rather than avoid it.

Sidewinder is specifically designed for heavy snow and normal ice; alternate snow and ice rules are discouraged on this particular map.


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  #150  
Old September 1st, 2008, 08:34 AM
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Re: GameBear's Maps - New Map 09/01/08

Sidewinder is pretty damn sweet, Gamebear. Nice work. I have been working on an ice map that uses a similar idea (water right next to start zone that you want to cross). I really dig the efficiency of the terrain here.


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  #151  
Old September 1st, 2008, 09:21 AM
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Re: GameBear's Maps - New Map 09/01/08

My favorites are snow angler and cypriens cave. Neat looking maps, Love the usage of Ice in snow angler especially.



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  #152  
Old September 1st, 2008, 09:27 AM
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Re: GameBear's Maps - New Map 09/01/08

Nice looking map (as always)! It's on my list to try when I get some time.


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  #153  
Old September 1st, 2008, 11:30 AM
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Re: GameBear's Maps - New Map 09/01/08

Awesome map, Gamebear! I truly do see an incentive to cross the water there - quick access to any glyph is worth waiting on water. Great job as always!


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  #154  
Old September 2nd, 2008, 02:55 PM
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Re: GameBear's Maps - New Map 09/01/08

Nice map. Also, congratgulations on having 3 BoV maps!


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  #155  
Old September 3rd, 2008, 03:26 PM
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Re: GameBear's Maps - New Map 09/01/08

Quote:
Originally Posted by GameBear View Post
New map: Tempered Flares. 1 MH + 1 TJ + 2 VW
Glyphs: Brandar x2
More than just magma had risen through the fissure. Just as the boiling pools were threatening to consume the area, some invisible agent had surfaced, imbuing the vegetation with an unnatural resilience. The fauna was now not only surviving, but improbably thriving in puddles of molten lava. Two mysterious objects had been permeated as well, and now lay unscorched atop the lava field. Individually, the glyphs were mere curiosities; together, however, they could be used to harness this newfound power.
While one army simultaneously controls both Glyphs of Brandar, all figures in that army are Lava Resistant - they do not roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

For a more conventional setup, remove the Glyphs of Brandar and place one random glyph in the center of the map.
I've played this one first hand, and must say it's a great one. This map really punishes ranged units!!!!!


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  #156  
Old September 12th, 2008, 02:57 PM
GameBear GameBear is offline
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New map: Marpesia's Glory. 1 SM + 1 FA + 1 TJ
Glyphs: 1 random

Placing palm trees adjacent to castle walls appears to offer some nice benefits: in theory, the palm tree canopies prevent figures from standing on top of the castle walls, while the walls improve LOS-blocking and reduce the effect of the trees.

In practice this does work, but is a bit more gimmicky than I would like. Using a tree to block off a single hex is reasonably straightforward; using one tree to block off two hexes requires a bit of manipulation.

The tops of the castle walls are off-limits on this map; although this can be achieved through careful positioning of the terrain, I have decided to make this rule explicit to avoid any ambiguity.


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