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#1
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Quack188's Maps - Tenebrarum - Jan. 25
While I am not half as good at making maps as some of the people on this site I do enjoy sitting down and throwing something together every now and then. Chances are I won't get many opportunities to play on these maps so any feedback would be greatly appreciated.
I've always had this urge to build the biggest maps that I could possibly make and use every tile I own. I'm hoping to get away from this by making smaller tournament sized maps. Also, I don't own any tundra or jungle which means some of the newer players might be able to use the maps I'll be making. That is, assuming they're good enough. __________________________________________________ Date Added: July 17, 2011 Requires: 2x BftU, 1x FotA Start Zone: 24 Hexes Glyphs: 2 Random Download ![]()
Spoiler Alert!
__________________________________________________ Date Added: July 20, 2011 Requires: 1x SotM, 2x RttFF Start Zone: 24 Hexes Glyphs: 2 Random Download ![]()
Spoiler Alert!
__________________________________________________ Date Added: July 24, 2011 Requires: 2x BftU, 2x FotA Start Zones: 24 Hexes Glyphs: 2 Random Download ![]()
Spoiler Alert!
__________________________________________________ Date Added: December 11, 2011 Requires: 1x RoTV, 1x VW, 2x RttFF Start Zones: 24 Hexes Glyphs: 2 Random Download ![]()
Spoiler Alert!
Here are some pictures of random maps I've made. I have a lot that I don't have pictures of but have a Virtual Scape file for so I might put that up eventually. Sorry if the pictures are bad, they were taken with my old phone.
Spoiler Alert!
Last edited by Quack188 : January 25th, 2012 at 07:02 PM. Reason: Added Long Forgotten and Silva Ignea |
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#2
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Re: Quack188's Maps
Nice-looking map! I think that it's very nicely balanced. I can't find too much to complain about...
1. Maybe you can add some shadow and the last 2 rock outcroppings to the map, for the sake of making it a little more anti-range. Shadow can replace one or two water tiles per side to create small crossings between the cut-off sides. 2. For the sake of aesthetics, you can switch the sand that is visible by the starting zone with rock. Basically, just swap the sand 7-hexes with the rock ones on lv. 3 and do the same with the 2-hexes. One sand 2-hex is swapped with one not on the map and the other replaces the 2-hex on lv. 2. +rep! |
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#3
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Re: Quack188's Maps
I was debating using all of the rock outcrops but figured that less is more. I'll have a look and see where I can stick them. I'll switch out the sand as well. I was fine with having it where it is since it's next to water but since I have the tiles available to switch them it'll be done. Thanks for the suggestions.
Edit: Apparently Photobucket likes my first version of the map better. Everytime I try to change the original picture it just shows the old one. Last edited by Quack188 : July 18th, 2011 at 04:40 PM. |
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#4
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Re: Quack188's Maps
Minor build instruction quibble...
The battlements you have on level 7 should be on level 6. |
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#5
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Re: Quack188's Maps
I noticed that too, but I think anyone using the instructions can figure it out. And if he wants it approved for the BoV, he has to take out the wall columns.
Or the BoV can be awesome and allow them..... |
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#6
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Re: Quack188's Maps
Quote:
I think the BOV should be awesome and allow them. |
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#7
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Re: Quack188's Maps
Quote:
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#8
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Re: Quack188's Maps
Here's another map for you to have a look at. It uses 1 SotM and 2 RttFF. I found this map much harder to make since there was only one master set. It was also kind of weird incorporating the Hive into the map as a LOS blocker. Hopefully I can muster up a few friends and get some games in on this one and Exitium.
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Spoiler Alert!
Download Comments and tips/advice are very welcome. Last edited by Quack188 : July 20th, 2011 at 08:47 PM. Reason: Added build instructions. |
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#9
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Re: Quack188's Maps
I really like the look of Lustrum. The road covers it well, and it looks like it will play fast. The trees and Hive look well placed to break up line of sight and to redirect the action.
My one suggestion is that you might consider swappinging the water tile that touches the edge of the map with one of the four clustered swamp water tiles that are near the large tree (did that make sense?). I think that would help open up the flow through the area with the glyph. |
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#11
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Re: Quack188's Maps
Non-huge units that are standing on at least 1 shadow tile roll an additional defense die.
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#12
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Re: Quack188's Maps
Thanks, I feel really stupid for having to ask.
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