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#4081
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Re: Battlefields of Valhalla Discussion Thread
Maps pending acceptance for review:
Post Maneuvers by Gamebear Gamebear is an excellent map maker, but I'm not sure that this is one of his more balanced offerings. It bears his signature polish and looks to be inspired by ch1can0's maps (both earn high marks). However, the hill pod directly in front of the start zones have a commanding view from height on large portions of the battlefield. Couple that with the range friendly fortifications on either flank and this could get very messy for melee. NO to review. Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
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#4082
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Re: Battlefields of Valhalla Discussion Thread
After seeing the votes on my map and that they still seem to be just concerning the glyphs and also after taking into consideration about what dok suggested about the glyph locations I have decided to create one last version of Jungle of the Ancients because I feel it has a lot of potential to be a great map. (Even though you guys are probably sick of seeing it
I would like to nominate Jungle of the Ancients one last time with the glyphs moved one last time. The glyphs are now equal walking distance from both sides. http://www.heroscapers.com/community...o=file&id=1974 (The picture may not be edited when you look at it. The file has been edited though) Nevermind I am gonna think this through a little more. Last edited by Angear : January 15th, 2011 at 10:28 AM. |
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#4083
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Re: Battlefields of Valhalla Discussion Thread
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#4084
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Re: Battlefields of Valhalla Discussion Thread
IIRC Migol's gate has been nominated and didn't make it. I don't know why its not in the first post.
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#4085
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Re: Battlefields of Valhalla Discussion Thread
Quote:
Tournament Armies Played (Gencon Championship: 2010/2011) Customs: D&D Minis/Everything Else Maps/Blog Colorado Heroscape Events/Online Heroscape! How to eat brains/SotW #49/Gimp for MSE tutorial |
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#4086
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Re: Battlefields of Valhalla Discussion Thread
Congrats to Panopticon, I've decided to use Burial Marsh at our event coming up in February.
It's great for the hobby to see something get in without a Tundra, RotV, or Volcarren Wasteland. Thanks to all the judges for doing such a great job with this project. C3V "Easily the best quality classic customs I have ever seen."
![]() How to Run a Tournament, SotW 53, Battle Reports! Savage Throwdown 5/18/13! = |
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#4087
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Re: Battlefields of Valhalla Discussion Thread
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#4088
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Re: Battlefields of Valhalla Discussion Thread
The line of water blocking the start zone seems like a problem to me...
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#4089
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Re: Battlefields of Valhalla Discussion Thread
I've played that map and it is a major problem. It completely stops you from moving out of the start zone if you cant prepare.
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#4090
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Re: Battlefields of Valhalla Discussion Thread
Intriguing map, Juniour. It looks like the map uses some tiles from RotV, SotM, VW, and 2 TJs--quite a hefty set of requirements--and I'm afraid takes it beyond the purpose and guidelines of the BoV.
I'm a bit worried about the river-trapped start zones--definitely a melee hit (and a nice boost to flyers/slitherers). There are some ideas here that seem fun, but I'm afraid, even setting the requirements aside, I would not vote to review the map in its current form. Thanks for sharing your map. Hope to see you around the BoV again! New? Read this. | The INDEX 2.0 | Mmirg's Maps Magnify Your Scape: BoV | SoV | C3V (Playtest!) | C3G The Dice Tower Con w/ Scape! |
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#4091
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Re: Battlefields of Valhalla Discussion Thread
Yep, the map disqualified itself with the build requirements. Juniour, I suggest you familiarize yourself with the with the BoV bylaws which are in the 1st couple of posts in this thread. The maximum number of sets and how many of each are allowed are listed there.
That said, the waterways blocking both starts zones would have been a big red flag for me. 117th Boston Marathon: Monday, April 15th, 2013. Goal: 3:30:00 Actual: 3:39:41 Next Race: Boston's Run to Remember 5/26 - Half Marathon |
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#4092
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Re: Battlefields of Valhalla Discussion Thread
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Part of the reason common squads are so strong is that they can reinforce directly from the starting zone many times, allowing them to not lose attacks when they sustain losses. Water blocking the starting zone prevents that, and forces commons to slow roll in the early game, which allows uniques and heroes to get map position. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |