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Old December 24th, 2010, 11:23 AM
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Shedim's Maps - Raknid (12/19/2012)

Gorky Park 1v1/24 (1 RotV, 2 FotA, 1 TJ) PDF Virtualscape Google Doc



Separation Anxiety 1v1/24 (1 BftU) PDF Virtualscape Google Doc
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Thorgrim's Pass 1v1/24 hex (2 BftU, 1 TT) PDF Virtualscape
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Shurrak's Workshop 1v1/24 hex (1 RotV, 1 FotA, 1 VW) PDF Virtualscape
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Gauth Feengotten 1v1/24 Hex (2 BftU, 1 SotM, 2 RotV - Ruins Only) PDF Virtualscape
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Spelionyx 1v1/24 hex (1 RotV, 1 BftU) VirtualScape
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Netherwall 1v1/22 hex (2 BftU, 1 SotM, 1 RotV - Ruins Only) VirtualScape
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Last edited by Shedim Kabal : December 19th, 2012 at 06:10 PM. Reason: Added Raknid v3

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Old December 27th, 2010, 01:22 PM
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Shedim Kabal Shedim Kabal is offline
 
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Spelionyx

Spelionyx VirtualScape File
1v1/24 hex (1 RotV, 1 BftU)


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Last edited by Shedim Kabal : January 3rd, 2012 at 10:20 AM.

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Old December 27th, 2010, 01:40 PM
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Re: Shedim's Battlecaverns (12/27/2010)

I really like the ideas behind your maps. I especially like the idea of stalactites, and it makes perfect sense for cavern based maps.

Question: I noticed you have "gaps" in certain areas of your maps. Are figs allowed to step down into or fly over them?


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Old December 27th, 2010, 02:54 PM
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Re: Shedim's Battlecaverns (12/27/2010)

Spoiler Alert!


I like to think of the "gaps" as a lattice of crystals and limestone pillars, forming a sort of cage around the "rooms". There's enough openings in the spelaean weave for someone with sufficiant skill (represented by Range) to attack figures on the other side, but it's too tight or treacherous a space for figures to cross between. In short, no flying or moving through them, except with special powers like Tunneling.

"Negative space" is generally ill considered, but I really think it works for underground caverns.


Last edited by Shedim Kabal : December 4th, 2011 at 04:15 PM.

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Old December 27th, 2010, 03:16 PM
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Re: Shedim's Battlecaverns (12/27/2010)

Quote:
Originally Posted by Shedim Kabal View Post


I like to think of the "gaps" as a lattice of crystals and limestone pillars, forming a sort of cage around the "rooms". There's enough openings in the spelaean weave for someone with sufficiant skill (represented by Range) to attack figures on the other side, but it's too tight or treacherous a space for figures to cross between. In short, no flying or moving through them, except with special powers like Tunneling.

"Negative space" is generally ill considered, but I really think it works for underground caverns.
I like negative space because it adds an extra dimension to the game, but I have yet to play with it in one of my own. I like your explaination and it fits perfectly with your theme. Well done my friend, well done.


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Old November 30th, 2011, 05:51 PM
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Gauth Feengotten (11/30/11)

Gauth Feengotten PDF File
Gauth Feengotten Virtualscape File
2v2/24 Hex (2 BftU, 1 SotM, 2 RotV - Ruins Only)



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Last edited by Shedim Kabal : December 4th, 2011 at 04:08 PM. Reason: Map updated to version 1-1

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Old December 16th, 2011, 04:57 PM
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Re: Shedim's Maps - Thorgrim's Pass (12/16/2011)

Added what will likely be my submission to the 2011 Beast of the East Map Creation Contest.


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Old December 17th, 2011, 04:31 PM
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Re: Shedim's Maps - Thorgrim's Pass (12/16/2011)



Got a couple more games on Thorgrim's Pass (10th Reg and Iron Golem v. Wyrmlings x2 and Moltenclaw), and made some modifications based on the results. The Glyph of Thorian was a lightning rod, sucking up most of the action, so I nixed it for the Glyph of Valda (Move +2), which is probably more even to the Initiative glyph. I also tried to protect the glyphs a bit better from the center height, but that tended to crunch the map up. I decided to go ahead an open the outer edge up then, since movement was already showing weakness in the early matches. Finally, I fixed the double space army start zone punishment square (I left the glacier for visual "symmetry").

So far, the x'ed locations look like trouble, but I hope the purple chokepoints won't be, since there's more choices in path. I wish I was better with rats, so I could really test that out, but it looks like she's taking Greenscales and Nilfheim, which I'm thinking will give me a good idea of how that'll play out.

My favorite part of this map is how difficult it is to place Raelin without holding your army back.


Last edited by Shedim Kabal : December 17th, 2011 at 04:51 PM.

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Old December 18th, 2011, 04:32 PM
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Re: Shedim's Maps - Thorgrim's Pass (12/16/2011)

Well, another game down:

Dzu-Teh x2, Nakita Agents, Greater Ice Elemental and Iron Golem v. Nilfhiem, Greenscales x2, Raelin, Red Wyrmling x2 and White Wyrmling x2

It was a pretty epic fight. Used to the Green Machine, she overextended Nilfhiem, allowing me to get some significant wounds on him before the Greenscales caught up (which happened right after she snatched the Move Glyph from me with her Wyrmling bonding).

But even with an early end to the Ivory Pillar, my army was pretty ragged; a lone Nakita and a Dzu-Teh remained of my squads, while a wounded Iron Golem fell unexpectedly to an errant lizard in my start zone. She wasn't doing much better though: two Wyrmlings, Raelin, and a Greenscale on the Iniative glyph.

Flying has a huge and obvious advantage in the Pass, but she decided to pound that point home to me with a game of Ring Around the Glacier with my Icicle playing the part of Monkey and her Wyrmling making its best Weasel face. It only ended when she leaned a little heavy on the Iniative glyph, rolling an 7 to my 17. Pop goes the Weasel.

The Greater Ice Elemental healed up slogging through the hills on his way after the remaining Greenscale, who fell on his precious glyph. Raelin finished the game when she once again showed herself less than merciful and one-shotted me from height.

I did take home more than just the difficulty of the heavy snow. The outer lanes are too narrow. Which pretty much means the map needs a full rebuild for competitive play, but also:



This square altered the game way too much. Note to self: watch elevation changes along outer edges.

On the plus side, the shadow bands are really neat. They act almost like a deccelerant, but also protect slower armies against elevation changes. And I still like how difficult it is to place Raelin. It's hard enough that Sam's trading her out for more Wyrmlings next time. Widening the map lanes while keeping that front and center (it's sort of a metaphor for all line of sight) is my new challenge.


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Old December 22nd, 2011, 09:06 AM
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Re: Shedim's Maps - Thorgrim's Pass (12/21/2011)



Full rebuild of Thorgrim's Pass is completed. I've opened up the map a bit (ok, a lot), and spread the heavy snow around in a much less punishing - yet still, I hope, dynamic - manner. But now that the competition is heating up in the map contest - with some pretty excellent submissions in a similar vein, it's really a question of whether the play is compelling enough.

The picture above is actually version 1-2, but there's only one change between it and the newest revision. Can you spot it?



Spoiler Alert!


I've done my best to squeeze the Zelrig rating down while still keeping the pathing accessible to double-spaced figures; cutting out areas where a single figure can block access to height without even having to be engaged.

I also really like the new start zone layout and early glyph capture. There's something of a story there, but it also encourages you to get out and make a run for it; both glyphs are about speed, and the map despite its twisting ways favors armies that get out and move aggressively. Maybe it's that if you don't, the Krav will be hitting your start zone from height (and shadow!) by the second order marker...

Hope to get a couple more games in by Saturday, but it's crunch time around here.

If I can only get one more game in, is there an army that you think could break this map?


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Old December 22nd, 2011, 01:54 PM
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Re: Shedim's Maps - Thorgrim's Pass (12/21/2011)



I made a couple changes to the map: first, I switched a couple of hot lava for lava field, for stability under the castle. And second, I moved Shurrak's start zone outside the castle. It's not that he can't fit - he can, it's just not convenient. (Forgive the SotM standing in for ice and snow, Thorgrim's Pass is still getting play ATM.)



Last edited by Shedim Kabal : December 31st, 2011 at 12:34 AM. Reason: Updated map and added pictures

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Old December 30th, 2011, 01:15 PM
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Re: Shedim's Maps - Shurrak's Workshop (12/22/2011)

Hah hah hah, a huge glacier atop castle walls. Love it.


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