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View Poll Results: Which map(s) are the most tournament worthy?
Spring Up A Well by BlackHeadedLuckSucker 8 21.05%
Incubator by LUCKE13 8 21.05%
Frossenmere by mad_wookie 20 52.63%
Convergence by A3n 7 18.42%
Freezeezy Peak by Ullar/utgar own 1 2.63%
Kermode Swamp by tannergx 11 28.95%
High Ways or the Highway by 1Mmirg 25 65.79%
Pocket Full of Posies by capsocrates 12 31.58%
Green River by Louisan 11 28.95%
Multiple Choice Poll. Voters: 38. You may not vote on this poll

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Old May 18th, 2012, 10:56 PM
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Tournament Map Contest 2012: Round 1, Group 2

Tournament Map Contest 2012
Voters - please vote for which maps you think are the most well designed for tournament play. The criteria for what is tournament worthy is entirely up to you. You may vote more than once.

This is the voting thread for Group 2. Please vote in the other threads as well:
http://www.heroscapers.com/community...ad.php?t=41294
http://www.heroscapers.com/community...ad.php?t=41296
http://www.heroscapers.com/community...ad.php?t=41297


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1. Spring Up A Well by BlackHeadedLuckSucker
Quote:
Originally Posted by BlackHeadedLuckSucker View Post
Spring Up A Well!

Requires ONE Rise Of The Valkyrie And ONE Ticalla Jungle

Supports TWO Random Power Glyph
And So You Can Get A Real Feel For The Map, I Made This Here Minute And Twenty Six Second Video Too Watch.

2. Incubator by LUCKE13
Quote:
Originally Posted by LUCKE13 View Post
Incubator (build instructions)



Required sets:
SotM x1, VW x1

Glyphs:
Gerda and Wannok (power-side up)

Treasure glyph:
Random

Trap:
Nest Defense:
On a roll of 5 or less your opponent may immediately move the figure on the glyph up to 2 spaces (ignore elevations). A figure moved by Nest Defense receives one wound.
3. Frossenmere by mad_wookie
Quote:
Originally Posted by mad_wookiee View Post
Frossenmere


Requires 1 SotM and 1 TT.

Normal snow and ice.

The Glyphs of Brandar are treasure glyphs with the following trap:
Power Surge
Roll a D20. On a result of:
1-5: Each figure standing on a glyph takes 1 wound.
6-10: Immediately heal up to 3 wounds on this figure, and place the glyph on its army card.
4. Convergence by A3n
Quote:
Originally Posted by A3n View Post
Convergence
Ahh the serenity. A tableland lake with a gentle overflow stream, is a perfect place to sit and watch the world go by.

(2 players)
Required Sets: RotV Master Set & BftU Master Set

Download
5. Freezeezy Peak by Ullar/utgar own
Quote:
Originally Posted by Ullar/utgar own View Post
Freezeezy Peak



This map requires one Rotv master set and one TT terrain expansion.
The ice spaces that divide the map (the height between the 6 hex glacier and the 3 hex glacier) form the ice slide.
The ice tiles that cover the middle of the map (the height between the 6 hex and 3 hex glaciers) form the ice slide.
Ice Slide: After moving and before attacking, a figure on a space on the ice slide must roll the D20.
1: The figure slides down the Ice Slide to the lowest ice space of the slide.
2-7: The figure slides 3 spaces down the slide.
8-13: The figure slides 2 spaces down the slide.
14-19: The figure slides 1 space down the slide.
20: The figure does not move.
Figures do not take disengagement attacks while sliding. If a figure on the slide prevents your figure from sliding the amount of spaces it rolled
for, slide it as far as possible up to engagement with the other figure (figures do not slide through other figures). Figures only slide down the side
that they are on.
If you are adjacent to a friendly figure, add 1 to your roll.
If you are adjacent to an enemy's figure, subtract one from your roll.
If your figure did not move any spaces during your turn, add 3 to your roll.

Download: http://www.heroscapers.com/community...o=file&id=3646
6. Kermode Swamp by tannergx
Quote:
Originally Posted by tannergx View Post
Entry submission (title links to download):

Kermode Swamp

Uploaded: May 12th, 2012


Terrain Requirements:
1 x Swarm of the Marro
1 x Road to the Forgotten Forest

Treasure Glyphs:
The unknown glyphs mark Treasure Glyph placements.

Scenario Treasure Glyph Trap:
Quicksand! - On a Trap roll of 1-5, the Hero attempting to pick up the Treasure Glyph finds themselves slowly sinking into the swamp. The Hero is trapped, and cannot move from their current spaces until a friendly figure occupies an adjacent space. While trapped the Hero's abilities to attack and defend are not affected, but they may not attempt to pick up or activate a Treasure Glyph.

At the end of each round, if a Hero is still trapped due to Quicksand!, you must roll the 20-sided die. If you roll a 3 or higher, the affected Hero remains trapped. If you roll a 1 or 2, the affected Hero and all Treasure Glyphs on that Hero's Army Card and on any space they occupy are destroyed.
7. High Ways or the Highway by 1Mmirg
Quote:
Originally Posted by 1Mmirg View Post
High Ways or the Highway (RotV + FotA)



Had a lot of fun making this one! (For more discussion, see my map thread.)
8. Pocket Full of Posies by capsocrates
Quote:
Originally Posted by capsocrates View Post
Pocket Full of Posies
Requires 1xRotV, 1xFotA
Supports 2 random power glyphs.



Special Rule: Infinite Heights
No figure can fly over or move through the columns.
9. Green River by Louisan
Quote:
Originally Posted by quozl View Post
Green River
PDF download


Last edited by R˙chean : May 18th, 2012 at 11:03 PM.

A must read for all 'Scapers!

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Old May 21st, 2012, 03:16 AM
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Re: Tournament Map Contest 2012: Round 1, Group 2

Spring Up a Well-VS doesn't quite do it justice (as with many jungle maps)-the vid was a neat addition. The river is hard on walking melee units-that might be mitigated somewhat if the jungle and ruins could be pulled in a bit more to provide more protection and impede LoS more.

Incubator-Great use of lava to affect flow across the map, and excellent efficiency of lava field. Suffers from a lack of LoS blockers (a by-product of the sets chosen). Also has a weakness common among many SotM-based maps in that the SZs have height over a large chunk of important real estate, thanks to all the level-0 tiles in that set.

Frossenmere-Incongrous but interesting set combination. Great use of Glaciers to break the map into thirds, making it more challenging for an army to dominate the entire map.

Convergence-Gorgeous map, but walking melee units will have a murderous time slogging across/around the lake. Awesome official-looking build instructions.

Freezeezy Peak-Since nothing was specified I'm assuming normal ice and snow? The asymetrical start zones intrigue me-the red seems to be better off at the edges, but green's appear to be better in the middle. I don't see the snadbar choked off by water seeing much use. The scenario rules are intersting, but wouldn't be enacted for most tournaments I would run.

Kermode Swamp-Great use of elevation, LoS blockers and road to keep the action moving, and just plain good-looking.

High Ways or the Highway-Great use of elevation, LoS blockers and road to keep the action moving, and just plain good-looking. Woah, deja vu! Slight nitpick that double base figures can't take advantage of a couple of the spurs of road.

Pocket Full of Posies-Some exciting possibilities with those start zones, but I'm not a fan of such high-impact special rules for open tournament maps.

Green River-Stunning map-love the looks of the tunnel, the river, the start zone layouts-but the mechanics of the tunnel make me nervous (I know I've seen several posters reports that it's worked for them, but I'd be leery about subjecting it to an entire tournament's worth of abuse without reinforcing it somehow).


116-86-0 (4/13/09-7/21/12)
32-16-0 (10/17/09-7/21/12)

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