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Sheep
February 15th, 2013, 07:43 AM
https://i.imgur.com/qqVByII.png
Welcome to BoSS. Here we will discuss map designs for the HoSS (http://www.heroscapers.com/community/showthread.php?t=47832) project.

Current Maps That Are Available For Designs (along with the needed HoSSRP needed to design - Only if a Public Member):

-Landing Platforms of Bespin (HoSSRP N/A)
-Carbon Freezing Chambers (HoSSRP N/A)

Have an idea for a map that isn't on this list? Just ask if that's a map that can be designed at this time.

Maps in the Design Phase:

-N/A

Maps in the Playtesting Phase:

-N/A

Maps in the Finalization Phase:

-N/A

Completed Maps:

-The Archives of BoSS (http://www.heroscapers.com/community/showthread.php?t=51378)

Other BoSS Threads:
- BoSS Procedures & Voting Thread (http://www.heroscapers.com/community/showthread.php?t=51282)
- BoSS - Brainstorming Thread (http://www.heroscapers.com/community/showthread.php?t=51285)

Sheep
February 15th, 2013, 07:44 AM
Reserved

Arch-vile
February 15th, 2013, 06:51 PM
Mos Eisley Cantina
http://img267.imageshack.us/img267/9017/moseisleycantinapic.png
http://imageshack.us/a/img689/9836/moseisleycanitina.jpg
Download (https://docs.google.com/file/d/0B4PZAgZMpW-WbXZYZGx0Y2R0VzA/edit)

Uses RotV, FotA, Marvel

Sheep
February 16th, 2013, 11:33 PM
Ok, moving discussion to this thread.

Here's WK's latest version of Jundland Waste:

WK Jundland Waste Option 3 (http://www.heroscapers.com/community/downloads.php?do=file&id=3904)
Uses 1x RotV and 1x SotM
http://www.heroscapers.com/downloads//jundland%20waste10_655.jpg

And I have a new version with the same requirements (after at least 7 different attempts of using the 24-hexes in different ways):

HS2010 Jundland Waste Option 2 (https://docs.google.com/file/d/0B-6msAh7cKgyM0JwSkVNNUVVVUE/edit)
Uses 1 RotV and 1 SotM
https://lh5.googleusercontent.com/-NGEBRYJjFmw/USBO603ZvXI/AAAAAAAAAvI/aKuMmh4ejvQ/h120/Jundland+Waste+%282%29.bmp

I feel good about both. :up:

White Knight
March 4th, 2013, 10:46 AM
Updated my Jundland Waste map to Option 3.1:

WK Jundland Waste 3.1 (http://www.heroscapers.com/community/downloads.php?do=file&id=3921)

http://www.heroscapers.com/downloads//jundland%20waste%20-%20option4_C8t.jpg

On my previous map, on the large hill, two figures could effectively block the top of the hill so that only a single figure could get on the step and attack them during a turn.

I moved the step so that two figures can be on the step adjacent to the top of the hill. And I moved the single step adjacent to the hill so single-spaced figures with height and move of at least 5 can attack and get onto the hill from there as well.

White Knight
March 7th, 2013, 05:41 PM
Two possible Death Star Battlefields to get our imaginations stimulated:

Death Star 1: 2x FotA
http://i795.photobucket.com/albums/yy234/aschlauch/Heroscape/deathstarbattlefield1_zpse713241f.jpg

Death Star 2: 2x FotA, 1x BftU
http://i795.photobucket.com/albums/yy234/aschlauch/Heroscape/deathstarbattlefield2_zps88948099.jpg

The second definately has more room. Neither have height--just lots of LOS blockers.

mac122
March 7th, 2013, 05:46 PM
Nicely done, WK. I hope to have the opportunity to build your latest version of Jundland Wastes this weekend.

Sheep
March 7th, 2013, 05:54 PM
Looks amazing, WK!

White Knight
March 8th, 2013, 01:24 PM
Another Death Star battlefield option:

Death Star 3: 2x FotA, 1x BftU
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/deathstarbattlefield4_zps2f454923.jpg

It even has two single-hex, single-height spaces in the center room!

mac122
March 8th, 2013, 01:35 PM
Another Death Star battlefield option:

Death Star 3: 2x FotA, 1x BftU
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/deathstarbattlefield4_zps2f454923.jpg

It even has two single-hex, single-height spaces in the center room!
I really like the look of this one. It spreads the battlefield out but looks like it still has opportunities to hide and seek.

Could you post the build instructions?

White Knight
March 8th, 2013, 01:44 PM
Here is the link:

WK Death Star Battlefield 4 (http://www.heroscapers.com/community/downloads.php?do=file&id=3922)
http://www.heroscapers.com/downloads//death%20star%20battlefield%204_71r.jpg

White Knight
March 15th, 2013, 02:13 PM
Death Star Battlefield #6

Requires: 1x BftU, 2x FotA

Doors start closed and locked.
Doors start open.

http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/deathstarbattlefield6_zpsed6998d5.jpg

Arch-vile
March 15th, 2013, 02:31 PM
We'll need a special door rule if those start closed; since no one will attack a door when they can simply walk around. :2cents:

White Knight
March 15th, 2013, 04:28 PM
We'll need a special door rule if those start closed; since no one will attack a door when they can simply walk around. :2cents:

I agree, 10 Life with 4 defense and 2 automatic shields is pretty hard to defeat when it's not necessary.

I kind of like the idea of starting with the doors open. Both sides can rush into the middle to vye for control of the center section. If you can close the door near your opponent fast enough and then clean out the middle, you'll have a big advantage (able to open the door, fire out, and then close the door on the same turn).

Another possibility:

Death Star Door
Life 4
Defense 3

Control Panel
When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled.

The only problem would be the Stormtroopers who only have an attack of 1...

Arch-vile
March 15th, 2013, 04:44 PM
I like the idea of starting with doors open AND weakened doors. Let's just nix the auto shields altogether.

Death Star Door
Life 4/5
Defense 3/4

OR

Death Star Door
Life 4/5
Defense 0

Control Panel
When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled.

Porkins
March 15th, 2013, 08:41 PM
The auto shield for doors was always always always a mistake. As if the person holding a castle needed more help when they are sitting there raining arrows from height on the poor small and medium schmucks beating helplessly on the door.

mac122
March 16th, 2013, 01:13 PM
Updated my Jundland Waste map to Option 3.1:

WK Jundland Waste 3.1 (http://www.heroscapers.com/community/downloads.php?do=file&id=3921)

http://www.heroscapers.com/downloads//jundland%20waste%20-%20option4_C8t.jpg

On my previous map, on the large hill, two figures could effectively block the top of the hill so that only a single figure could get on the step and attack them during a turn.

I moved the step so that two figures can be on the step adjacent to the top of the hill. And I moved the single step adjacent to the hill so single-spaced figures with height and move of at least 5 can attack and get onto the hill from there as well.
Just got done putting this together. Great looking map. It ends up being a bit smaller than I pictured due to not being able to make use of the 24-hex Grass and Swampland tiles. Why oh why didn't they ever make 24-hex sand tiles? There are 2 3-hex swamp pieces left over. Would it make sense to slide these under the 3-hex rock pieces that make up the steps to the central hills? Then, instead of 1 step-1 step-3 steps, it would be 1-2-2 to get to the top.

I hope to get a chance to try this out later today.

White Knight
March 16th, 2013, 03:16 PM
Just got done putting this together. Great looking map. It ends up being a bit smaller than I pictured due to not being able to make use of the 24-hex Grass and Swampland tiles. Why oh why didn't they ever make 24-hex sand tiles? There are 2 3-hex swamp pieces left over. Would it make sense to slide these under the 3-hex rock pieces that make up the steps to the central hills? Then, instead of 1 step-1 step-3 steps, it would be 1-2-2 to get to the top.

I hope to get a chance to try this out later today.

That's actually how I built my map--with the extra 3-hex swamp piece under the 3 rock hexes adjacent to the center hills. Good catch!
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/jundlandwaste-option3-1_zps4df6e065.jpg


Here is another alternate configuration:
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/jundlandwaste-option3-2_zpsb2b1299d.jpg

This configuration prevents 2 figures from blocking off the way to the top of the hill (except for 2-space figures such as the Deathstalkers which can still only do 1 at a time).

Note: Because the map isn't that big, melee figures don't have to worry as much about range on the hills.

Sheep
March 16th, 2013, 03:35 PM
I like that 2nd version.

Also, there can't be two 3-hex Ruins if it requires only one 1st Master Set. One has to be 2-hex and the other has to be 3-hex.

If you can update the file I'll try to build it today or tomorrow.

I'll build mine then next weekend.

White Knight
March 17th, 2013, 10:57 AM
Here is the updated file:

WK Jundland Waste Option 3.2 (http://www.heroscapers.com/community/downloads.php?do=file&id=3926)

http://www.heroscapers.com/downloads//jundland%20waste%20-%20option3-2_Gbr.jpg

mac122
March 17th, 2013, 06:19 PM
Played a battle last night on Jundland Wastes (3.1). Vader and 3 squads of STs vs. Han, Chewie & 4 squads of RTs.


The Rebels attempted to set up a screen of RTs using Hold Steady that would provide an opportunity for Han and Chewie to advance. The screen never really had a chance to take shape. The STs moved up for a few turns, then Vader decided to take matters into his own hands. Leaping from rock to rock, Vader choked and chopped his way through the RTs - used choke against adjacent figures if Vader was engaged. Soon enough, Vader had traversed the map and engaged Chewie and then Han. The intrepid duo attempted to escape, but only Han got away temporarily. After slicing a few more RTs, Vader was able to engage Han and, for all intents and purposes, end the game.

I knew the map would play small, but it is way too easy for a leaper to stay on height and navigate the map - most flyers would have an even easier time. We need to figure out a way to spread out and break up the height. Without increasing the building requirements, we might have to accept some swamp and/or grass showing. Using the 24-hex swamp for the start zones might look odd for a desert, but it would allow the 24-hex rock to be used in the middle. The other option would be to add a BftU. The dungeon tiles would blend in quite well and the rock outcrops and shadow tiles could help add some texture. The problem, of course is that would make it harder for some to build it.

Sheep
March 17th, 2013, 06:43 PM
Here's one using the Swamp 24s as SZs:

https://lh3.googleusercontent.com/-ogFrtRK5cm8/UUY4yC9N0rI/AAAAAAAAA0w/QkQy6HAv7I8/s645/Jundland+Waste+%283%29.bmp

White Knight
March 17th, 2013, 08:45 PM
Played a battle last night on Jundland Wastes (3.1).

I knew the map would play small, but it is way too easy for a leaper to stay on height and navigate the map - most flyers would have an even easier time. We need to figure out a way to spread out and break up the height. Without increasing the building requirements, we might have to accept some swamp and/or grass showing. Using the 24-hex swamp for the start zones might look odd for a desert, but it would allow the 24-hex rock to be used in the middle. The other option would be to add a BftU. The dungeon tiles would blend in quite well and the rock outcrops and shadow tiles could help add some texture. The problem, of course is that would make it harder for some to build it.

A better option might be just to lower the hills in the center. I'll see if I can do that and even spread things out just a little more.

Porkins
March 17th, 2013, 09:41 PM
Reducing the hills in the center is a good option. That was a problem in my Vader test because it is so close to the start zones.

White Knight
March 18th, 2013, 12:32 PM
Another Jundland Waste Option (putting the ruins in the center and spreading out the map a little). Also, the two highest hills are in the center of the map, not close to the start zones.

WK Jundland Waste Option 4 (http://www.heroscapers.com/community/downloads.php?do=file&id=3927)

http://www.heroscapers.com/downloads//jundland%20waste%20-%20option%204_zuk.jpg

Stormtroopers will take 2 turns to get to one of the highest hills. Darth Vader will also take 2 turns. So that's 4 turns to get everyone into position.

The ruins also provide cover while advancing across the map. And the maximum height of 4 of the hills allows medium 5 figures to engage and attack figures on any of the hills.

Hills with a height of 3 also prevent rat screens for ranged units--the rats have a height of 3, so they can't engage units that are filling a 3 height hill.

In addition, melee figures can cross on the outside edges of a high hill to avoid squads with up to Range 6 on the other high hill--allowing them to get safely to their enemy's starting zone.

Balantai
March 18th, 2013, 01:28 PM
I think that's my favorite Jundland Waste map thus far, WK.

kolakoski
March 18th, 2013, 01:50 PM
Well met!

Although originally built for Raid on the Pride of Barsoom! (http://www.heroscapers.com/community/blog.php?b=2014), this map could be used to represent an Imperial Destroyer.

http://www.heroscapers.com/community/gallery/files/5/4/9/9/pride.jpg

Treasure Glyphs represent Pulse Cannon Stations:

Pulse Cannons.

Any unit with hands may occupy a Pulse Cannon Station, and may attack with the Pulse Cannon's Explosion Special Attack in lieu of its own.

Balantai
March 18th, 2013, 01:52 PM
Wow, kolakowski. That's really cool. That could easily be modified to look like a star destroyer. Thanks for posting!

kolakoski
March 18th, 2013, 02:25 PM
Well met!



Although originally built for Raid on the Pride of Barsoom! (http://www.heroscapers.com/community/blog.php?b=2014), this map could be used to represent an Imperial Destroyer.

http://www.heroscapers.com/community/gallery/files/5/4/9/9/pride.jpg

Treasure Glyphs represent Pulse Cannon Stations:

Pulse Cannons.

Any unit with hands may occupy a Pulse Cannon Station, and may attack with the Pulse Cannon's Explosion Special Attack in lieu of its own.






Wow, kolakowski. That's really cool. That could easily be modified to look like a star destroyer. Thanks for posting!

The back story can easily be adopted, too.

Arch-vile
March 18th, 2013, 02:42 PM
Wow, kolakowski. That's really cool. That could easily be modified to look like a star destroyer. Thanks for posting!

:word: Very cool, Kola. I really like that latest Jundland Waste map too White Knight.

Sheep
March 18th, 2013, 06:03 PM
WK, great map! I'll build that one tomorrow after Track. :D

Porkins
March 18th, 2013, 08:25 PM
Agreed on the Jundland Wastes map. I didn't get a chance to comment in the Darth Vader or Imp Officer threads, but that update basically fixes all the problems I had: high hills too close to the start zone, longish map with no cover for melee figures, and figures on the high hills can't be engaged by 5 height figs.

Nice work!

Balantai
March 19th, 2013, 02:38 PM
Mos Eisley Cantina
http://img267.imageshack.us/img267/9017/moseisleycantinapic.png
http://imageshack.us/a/img689/9836/moseisleycanitina.jpg
Download (https://docs.google.com/file/d/0B4PZAgZMpW-WbXZYZGx0Y2R0VzA/edit)

Uses RotV, FotA, Marvel
I just saw this map and I am quite impressed. I specifically like that I can see the two tables and the bar in the middle. Great job.

Porkins
March 19th, 2013, 03:11 PM
Yeah, I agree. I've never played this map, but the look of it is very good. Definitely a candidate for the Master Set.

White Knight
March 19th, 2013, 03:26 PM
Don't forget the stage, and the front and back doors (opening to the sand), and the inner room with it's own table!

Yodaking
March 19th, 2013, 06:49 PM
Yeah, when I looked over this thread that Mos Eisley Cantina map really stood out to me and I wondered why no one had commented on it. It has many of the desired features.

I spent the day working on a HoSS themed map of my own today after seeing the front page. I'll post what i came up with as soon as I get all the pics uploaded.

Sheep
March 19th, 2013, 07:01 PM
First off, built WK's newest Jundland Waste...WOWZERS! :bowdown:

Nice job, WK! It looks great! I love the ruins in the middle. I also like the two middle mountains and how they are higher than the rest of the height.

Secondly, Mos Eisley Cantina does look good. I'll build that when I'm done with JW.

And finally, we'd be happy to see them YK! :D

Yodaking
March 19th, 2013, 07:07 PM
I created a map for the Endor Shield Generator in the virtual scape program and then build it for real to make sure it all held up together without any problems.

http://i22.photobucket.com/albums/b332/yodaking/Heroscape/HoSS/P3191034_zps5b3775e5.jpg

I used the maximum number of sets allowed: 1 RotV, 1 Marvel, 1 Castle, & 2 RttFF. I also used every piece available except for the water tiles & flag.

http://i22.photobucket.com/albums/b332/yodaking/Heroscape/HoSS/P3191032_zps2465e151.jpg

Used some Starwars minis in the pics to add some flavor. I also have two different versions of this map, with and without the outside wall barriers. I know they don't exist in the movie, but I really liked what they added to the map.

http://i22.photobucket.com/albums/b332/yodaking/Heroscape/HoSS/P3191029_zps06fe83b8.jpg

I took some pics in the virtual builder too so you could see where I put the start zones as well as an inside look at the structure, but for some reason photobucket is not taking them. It says they are not the correct file type or something like that, which is odd since I just uploaded some virtual pics of a different map last week without any problems.

If you guys are interested in the map, I'll upload the build file.

*edit* Here are the files for the two versions I made, with and without the outer barrier walls.

Endor Shield Generator (http://www.mediafire.com/download.php?l480x2wzj4scac2)

Endor w/o Barriers (http://www.mediafire.com/download.php?eddtwuee7rhnnrt)

Make sure to use all the ladders as directed if you choose to build it, the ladder pieces help hold the roof together and in place.

Oh, and here is a look at inside the building.

http://www.mediafire.com/conv/6036910713f6c0f60f45ec14d22f59e80bd6a22dbda1c9cff7d0d7bd7f92c3e66g.jpg

And a front view so you can see the start zones I have in mind.

http://www.mediafire.com/conv/2730a99afaa8195ef399cf08909604f80dc034917574b9dd753dbc65b76f4cf06g.jpg

Their are 3 blue start zone spaces behind each of the largest trees for the forward scouts and 12 blue spaces in total on each half of the map. Then the Red team has 6 start zones outside in front of the door, and 2 each on the sides close to the ladders going up. This is for the guards & patrols. The other 14 start zone spaces are inside the building. While the side start zones give a few of the red teams units a chance to move on top of the building and a nice defensive advantage, when the rest of the team exits the building to join the fight they will be moving out into a killing field as the entry way is wide open with some high ground hills on the outer edge of the map.

If you wanted to make a scenario out of it, having the blue team place a bomb marker on each of the raised sections inside would work quite well and force that team to fight their way inside. You could then have them fight their way back out of the building once they place the bomb markers by having some imperial reinforcements arrive outside while they are inside. Perhaps split the Imperial players forces into two groups, with about half starting out in defense of the building (red start zone) and then the other half arriving in the blue start zones as reinforcements once the rebels have moved inside.

Arch-vile
March 19th, 2013, 07:47 PM
Wow, awesome! What is that AT-ST from? It is sized perfectly for SW Minis but isn't the SW minis AT-ST, I don't think.

Yodaking
March 19th, 2013, 08:53 PM
I've had that thing for about 6 years now (and it is still unpainted lol), I believe it was a snap fit model I bought at Walmart.

*edit* I believe this (http://www.amazon.com/Star-Wars-AT-ST-Structor-Plastic/dp/B00074FY6Y/ref=sr_1_24?s=toys-and-games&ie=UTF8&qid=1363737480&sr=1-24&keywords=star+wars+at-st) is it(2 left @ $17, it was cheaper when I bought it off the shelf), but it has been a long time since I have seen the box it came in.

Arch-vile
March 19th, 2013, 09:03 PM
Don't forget the stage, and the front and back doors (opening to the sand), and the inner room with it's own table!

Thanks for the positive comments everyone! It took a while to build; and I tried to follow this guide (http://images.wikia.com/starwars/images/a/a0/MScantina_schematics.jpg) as much as possible. I played about 4 games on it a while ago and it felt balanced. Widening the front and back doors was a good gameplay change from the original.

Since the height is on the tables, people rush for those and also the bandstand. The bar is also hotly contested.

Sheep
March 20th, 2013, 07:27 AM
Made some slight changes to Mos Eisley Cantina:

Download (https://docs.google.com/file/d/0B-6msAh7cKgyRFUtV0RYejJrdFU/edit?usp=sharing)
https://lh4.googleusercontent.com/-NUmUjNiuKkM/UUmO4mfdfoI/AAAAAAAAA1I/k2am1X2z1UY/s645/Cantina+1.bmp
https://lh6.googleusercontent.com/-RJ2yZHQXIrU/UUmO4mLl8ZI/AAAAAAAAA1M/ujsxS-IfXxs/s645/Cantina.bmp

Most notable is terrain requirements. Now it's BftU, Marvel, and FotA. With that comes the rest of the changes...startzones and dungeon instead of rock. Everything else is the same.

I had to laugh...the first time I tried this I couldn't figure out how to just dungeon to show and everything else to be regular terrain. I figured I couldn't so I closed the window and immediately though, "FOTA!!!" I went back in an filled every gap with Wall Walks and that's what we have now. :lol:

orgsbane
March 22nd, 2013, 02:09 PM
Please ignore my derp post. Worng thread.

Arch-vile
March 22nd, 2013, 02:37 PM
Looks good HS2010. I can't build that version (no BftU), which is why I made the original one with RotV instead. This one looks a bit nicer and has bigger start zones, which is a plus.

There is a problem with your version though; one start zone has a 1-hex entry while the other has a 3-hex entry. Both should be 2-hex entries for best playability, IMO. That is why I put the door over the bottommost table-chairs area.

Yodaking
March 22nd, 2013, 02:55 PM
I like the original Arch version better. It just has the right overall look to it, the second version is missing something that I can't quite place my finger on.

White Knight
March 22nd, 2013, 04:39 PM
Looks good HS2010. I can't build that version (no BftU), which is why I made the original one with RotV instead. This one looks a bit nicer and has bigger start zones, which is a plus.


AV,
I took your design and expanded the start zones for 24 hex armies. (Note: that I moved the door to be an inner room to match your picture, not your VS file.)

I still prefer the look of your version, but here is the expanded version:
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/MosEisleyCantina-WK_zpsa5f57bb9.jpg

Sheep
March 22nd, 2013, 05:20 PM
Looks good HS2010. I can't build that version (no BftU), which is why I made the original one with RotV instead. This one looks a bit nicer and has bigger start zones, which is a plus.

There is a problem with your version though; one start zone has a 1-hex entry while the other has a 3-hex entry. Both should be 2-hex entries for best playability, IMO. That is why I put the door over the bottommost table-chairs area.That's your fault. :razz:

Look at this (http://www.heroscapers.com/community/showthread.php?p=1764868#post1764868) post. The real life picture is different than the VS picture/Download as YK has pointed out. So don't be running on me about that, run over yourself. ;)

I too, agree with YK, the cantina floor looks more like Rock than it does a light grey (dungeon).

Arch-vile
March 22nd, 2013, 05:38 PM
Ah, I forgot to update the Virtualscape files. Blame the Wookiee. :twisted:

WK's latest version looks great; I did not think of using leftover rock to create the 24-hex start zones (I imagine you also used grass as a bottom layer in parts of the Cantina). I think a special rule for flying would be a good addition to this map.

Inside a Building
Figures may not fly, leap, or be thrown over the fortress walls.

White Knight
March 22nd, 2013, 05:50 PM
Ah, I forgot to update the Virtualscape files. Blame the Wookiee. :twisted:

WK's latest version looks great; I did not think of using leftover rock to create the 24-hex start zones (I imagine you also used grass as a bottom layer in parts of the Cantina). I think a special rule for flying would be a good addition to this map.

Inside a Building
Figures may not fly, leap, or be thrown over the fortress walls.

I think I used wall walk tiles--FotA has lots of single tiles.

You'll also need a rule:
Figures may not attack over voids.

This will prevent someone in a start zone from shooting through the invisible walls.

Sheep
March 22nd, 2013, 05:52 PM
Ah, I forgot to update the Virtualscape files. Blame the Wookiee. :twisted:

WK's latest version looks great; I did not think of using leftover rock to create the 24-hex start zones (I imagine you also used grass as a bottom layer in parts of the Cantina). I think a special rule for flying would be a good addition to this map.

Inside a Building
Figures may not fly, leap, or be thrown over the fortress walls.

I think I used wall walk tiles--FotA has lots of single tiles.

You'll also need a rule:
Figures may not attack over voids.

This will prevent someone in a start zone from shooting through the invisible walls.
That's what I used. And yeah, we'll need to add that rule.

Arch-vile
March 22nd, 2013, 05:52 PM
Ah, I forgot to update the Virtualscape files. Blame the Wookiee. :twisted:

WK's latest version looks great; I did not think of using leftover rock to create the 24-hex start zones (I imagine you also used grass as a bottom layer in parts of the Cantina). I think a special rule for flying would be a good addition to this map.

Inside a Building
Figures may not fly, leap, or be thrown over the fortress walls.

I think I used wall walk tiles--FotA has lots of single tiles.

You'll also need a rule:
Figures may not attack over voids.

This will prevent someone in a start zone from shooting through the invisible walls.
That's what I used. And yeah, we'll need to add that rule.

Agreed, good catch.

Yodaking
March 22nd, 2013, 06:28 PM
Yeah, I was only looking at the posted pictures and not the VS file. I like the most recent one posted, looks like the first picture but has more space for armies.

My only question is, will the initiative roll determine who shoots first or will Han always shoot first on this map?

Sheep
March 22nd, 2013, 06:36 PM
Yeah, I was only looking at the posted pictures and not the VS file. I like the most recent one posted, looks like the first picture but has more space for armies.

My only question is, will the initiative roll determine who shoots first or will Han always shoot first on this map?
It's hard not to laugh at ignorance. :lol:

I think it should be by initiative, and not a given boost to either team. Especially if it's a competitive map.

I can say that a Greedo/Han scenario will not happen.

mac122
March 22nd, 2013, 06:38 PM
Yeah, I was only looking at the posted pictures and not the VS file. I like the most recent one posted, looks like the first picture but has more space for armies.

My only question is, will the initiative roll determine who shoots first or will Han always shoot first on this map?
That just might be taken care of, you see, on http://i894.photobucket.com/albums/ac149/mac12264/redacted.jpg's card there's a power called http://i894.photobucket.com/albums/ac149/mac12264/redacted.jpg. It allows http://i894.photobucket.com/albums/ac149/mac12264/redacted.jpg to http://i894.photobucket.com/albums/ac149/mac12264/redacted.jpg. Got it? Oh, sorry, I forgot HoSS Security was watching this thread like a hawk!

Yodaking
March 22nd, 2013, 06:55 PM
Yeah, I was only looking at the posted pictures and not the VS file. I like the most recent one posted, looks like the first picture but has more space for armies.

My only question is, will the initiative roll determine who shoots first or will Han always shoot first on this map?
That just might be taken care of, you see, on Greedo's card there's a power called First Shot. It allows Greedo to shoot first. Got it? Oh, sorry, I forgot HoSS Security was watching this thread like a hawk!

I just hacked your redacted document and you guys might have a riot on your hands. I'm already sharpening up my pitch fork, might need to announce a delay in the release so you can get that fixed. Don't worry about what George says, he sold Star Wars off and can no longer sue and I've already kidnapped the Mouse. Expect to see him in a video on youtube soon stating unequivocally that Han shot first.

Sheep
March 22nd, 2013, 06:58 PM
Yeah, I was only looking at the posted pictures and not the VS file. I like the most recent one posted, looks like the first picture but has more space for armies.

My only question is, will the initiative roll determine who shoots first or will Han always shoot first on this map?
That just might be taken care of, you see, on Greedo's card there's a power called First Shot. It allows Greedo to shoot first. Got it? Oh, sorry, I forgot HoSS Security was watching this thread like a hawk!

I just hacked your redacted document and you guys might have a riot on your hands. I'm already sharpening up my pitch fork, might need to announce a delay in the release so you can get that fixed. Don't worry about what George says, he sold Star Wars off and can no longer sue and I've already kidnapped the Mouse. Expect to see him in a video on youtube soon stating unequivocally that Han shot first.

Oh, how I love the guessing game. :twisted:

Arch-vile
March 22nd, 2013, 07:26 PM
Yeah, I was only looking at the posted pictures and not the VS file. I like the most recent one posted, looks like the first picture but has more space for armies.

My only question is, will the initiative roll determine who shoots first or will Han always shoot first on this map?
That just might be taken care of, you see, on Greedo's card there's a power called First Shot. It allows Greedo to shoot first. Got it? Oh, sorry, I forgot HoSS Security was watching this thread like a hawk!

I just hacked your redacted document and you guys might have a riot on your hands. I'm already sharpening up my pitch fork, might need to announce a delay in the release so you can get that fixed. Don't worry about what George says, he sold Star Wars off and can no longer sue and I've already kidnapped the Mouse. Expect to see him in a video on youtube soon stating unequivocally that Han shot first.

Oh, how I love the guessing game. :twisted:

So close, yet so far away. Or am I simply saying that, even though you guessed right? :twisted:

The map is *just* big enough that 1st turn shots won't happen from range 6 squads. Syvarris can reach the enemy, of course. The second person who moves could attack the opponent on OM 1, but that can happen on many small competitive maps.

For what it's worth, I never imagined this map as competitive, but if it could go that way without sacrificing the look of it, we might as well allow playtesting on it and make it competitive. It's pretty even on both sides, and we could do a scenario later (after May 4th! :p).

Sheep
March 22nd, 2013, 07:29 PM
Well, I don't see what scenario we could have on it. It's not like we're releasing a bunch of drunks so that we can fill a bar and have Ben Kenobi slice one of their arms off. Han/Greedo can't happen for the sake of fun, and for other reasons I can't mention out here.

I could see it as a casual map, with no SZs, I guess.

Balantai
March 22nd, 2013, 07:33 PM
Well, I don't see what scenario we could have on it. It's not like we're releasing a bunch of drunks so that we can fill a bar and have Ben Kenobi slice one of their arms off. Han/Greedo can't happen for the sake of fun, and for other reasons I can't mention out here.

I could see it as a casual map, with no SZs, I guess.
Where's your sense of creativity? :neener:

Sheep
March 22nd, 2013, 07:36 PM
Well, I don't see what scenario we could have on it. It's not like we're releasing a bunch of drunks so that we can fill a bar and have Ben Kenobi slice one of their arms off. Han/Greedo can't happen for the sake of fun, and for other reasons I can't mention out here.

I could see it as a casual map, with no SZs, I guess.
Where's your sense of creativity? :neener:

I guess with this version:

http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/MosEisleyCantina-WK_zpsa5f57bb9.jpg

We could have Greedo + Stormtroopers vs. Luke, Ben, Han, and Chewie (and maybe the Droids)

Arch-vile
March 22nd, 2013, 07:37 PM
Well, I don't see what scenario we could have on it. It's not like we're releasing a bunch of drunks so that we can fill a bar and have Ben Kenobi slice one of their arms off. Han/Greedo can't happen for the sake of fun, and for other reasons I can't mention out here.

I could see it as a casual map, with no SZs, I guess.

I'm thinking Han and Greedo start at a table all by themselves. Chewie, Ben, and Luke start at another table. Stormtroopers (and maybe an Officer or two) start in both Sand start zones and the heroes have to fight their way out. Oh, and Jar-Jar Binks is the bartender.

But let's not do a scenario now, we have too much to do before the 4th already. ;)

EDIT- you ninja'd me! I forgot about the Droids too. They weren't allowed in the Cantina, though.

Sheep
March 22nd, 2013, 07:50 PM
WK, could you post the VS File for that Cantina? I want to see if I can change the bottom to Dungeon (just for my sake) so I can test it. With only 1 RotV and that being used by Jundland Waste, I just need to switch the bottom with Dungeon so I can build it.

As for the Death Star versions you've posted, I like v4/v5. Sadly however, I'm having one of my FotA repainted by orgsbane so I only have 1 right now. When I get that back, I'll take down the two maps I'd have up and build one of the Death Star versions.

White Knight
March 22nd, 2013, 08:29 PM
WK, could you post the VS File for that Cantina? I want to see if I can change the bottom to Dungeon (just for my sake) so I can test it. With only 1 RotV and that being used by Jundland Waste, I just need to switch the bottom with Dungeon so I can build it.

As for the Death Star versions you've posted, I like v4/v5. Sadly however, I'm having one of my FotA repainted by orgsbane so I only have 1 right now. When I get that back, I'll take down the two maps I'd have up and build one of the Death Star versions.

The Modified Cantina is here (http://www.heroscapers.com/community/downloads.php?do=file&id=3932). We can change the start zones around--there are plenty of tiles left.

One thing I noticed is that one team can get to the bar on their first team. That's a slight height advantage.

http://www.heroscapers.com/downloads//mos%20eisley%20cantina-wk_9ud.jpg

Sheep
March 22nd, 2013, 08:41 PM
That's even if they are start zones.

If we do a casual map, with no start zones, then we'd have a lot of rock we could add to the middle. Then we could have a couple of spots of sand outside.

I think this would be the best option. But what does everyone else think? Because I'm not 100% sold on myself yet. :shrug:

Yodaking
March 22nd, 2013, 09:07 PM
You know how the steps coming in from the street go down into the Cantina, indicating that the whole structure is set partially below ground? If you have extra tiles you could have part of the outside start zones (thinking the sand tiles) start higher up as well such that figures move down into the building and then back up onto the bar and tables.

I can't tell from the pic, but could the bar move up another level or more? The higher it is (with still being seen over), the harder it would be for a figure to move into the Cantina and then on top of it in one move.

Arch-vile
March 22nd, 2013, 09:17 PM
I've messed around with the Bar & Table height and it looks wrong at 3 levels higher than the ground, IMO.

I would oppose raising the Start zone a level because that encourages camping and really, really, hurts melee armies.

Casual, Competitive, I don't really care too much. If it is unbalanced then casual it is. :) I felt it was pretty equal when I played on it. I'm not too keen on making the middle much bigger and nixing the start zones, because even casual maps need start zones. Otherwise, people are forced to play Heat of Battle and it's no fun to limit options.

Sheep
March 22nd, 2013, 09:27 PM
I've messed around with the Bar & Table height and it looks wrong at 3 levels higher than the ground, IMO.

I would oppose raising the Start zone a level because that encourages camping and really, really, hurts melee armies.

Casual, Competitive, I don't really care too much. If it is unbalanced then casual it is. :) I felt it was pretty equal when I played on it. I'm not too keen on making the middle much bigger and nixing the start zones, because even casual maps need start zones. Otherwise, people are forced to play Heat of Battle and it's no fun to limit options.
Disagreed. C3Gs casual maps don't have SZs. I believe that's the only difference really between Casual and Competitive maps.

Arch-vile
March 22nd, 2013, 09:48 PM
Oh, I wasn't aware of that. Never mind then.

White Knight
March 22nd, 2013, 10:42 PM
If you look at the VS file, you'll see there are some rock pieces left over. There are also a lot of grass and wall walk tiles left over. So there is material if Chalmun wants to expand.

I think the higher sand tiles is in interesting idea, but I agree about the camping.

Please, everyone, feel free to play around with the VS file.

Sheep
March 22nd, 2013, 11:01 PM
Here's one that incorporates the sand height:

https://lh4.googleusercontent.com/-RMRyEBeFHo4/UU0MABRxAxI/AAAAAAAAA1g/epdIJxLXCHk/s988/Cantina.bmp

As you can tell, I added a 4th table. This makes it look a little nicer too, IMO. Also the sand is only on level 4, same as the tops of the tables, so camping shouldn't be too big of an issue. It'd be just like being up on a Table.

I just keep imagining this bar fight and it gets funnier every time.

Yodaking
March 23rd, 2013, 12:26 AM
I started messing around with the Cantina map myself tonight. Here is how it turned out.

http://www.mediafire.com/conv/c5a97cd59e36dfe5b3dac570234f60fa6b089393e03f83dffd8a9b55b1e66c2a6g.jpg

I widened it out some to create a bit more room to move around and fight on and ended up rearranging a few of the wall pieces. In order to balance the two start zones out, I added a stage area (same height as the bar) next to the start zone opposite the bar so that both start zones now have one spot that starts out adj. to the same level high ground. Assuming the standard move of 5, any figure with a range of 7 or less would not be able to move onto the high ground and attack the other teams start zone.

I think the majority of the battle will take place in and around the wide open bar area though and I wanted their to be some clear incentive to move into the enclosed tables and steps sections. So I added 4 glyph locations with an idea of how it would work while remaining competitive (since the locations are not equal distant from the start zones as well as located on high ground). I don't know if you guys have a Thermal Detonator equipment glyph or something similar, but I thought you could take one Thermal Detonator equipment glyph and 3 blanks or duds and shuffle them up as the glyph pool. Then you randomly place the 4 glyphs on the map as shown and only 1 of those 4 location will actually have something.

Here is the virtual file if any of you want to see how it is built or try improving on it yourself. I did use the base from the Marvel warehouse ruin for the stage adj. to the steps.

Mos Eisley Cantina YK version (http://www.mediafire.com/?yp8d137p1x9lney)

Yodaking
March 23rd, 2013, 12:56 AM
I've updated the post containing my Endor map with links to the build directions and a couple more pics. So go back and check it out again at some point.

White Knight
March 23rd, 2013, 10:11 AM
Another Cantina version

I raised the start zones (so you have to walk down into the Cantina), added HS2010's extra table, and opened the stage.

http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/MosEisleyCantina-WK2_zps63dd7a6e.jpg


The same map but with bar-room fight start zones!
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/MosEisleyCantina-WK3_zps04f62b4b.jpg

Sheep
March 23rd, 2013, 10:20 AM
Another Cantina version

I raised the start zones (so you have to walk down into the Cantina), added HS2010's extra table, and opened the stage.

http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/MosEisleyCantina-WK2_zps63dd7a6e.jpg


The same map but with bar-room fight start zones!
http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/MosEisleyCantina-WK3_zps04f62b4b.jpg

Ok, I'll build that version this morning (as it looks fabulous) before my two afternoon online matches. Could you upload the .hsc file?

Sheep
March 23rd, 2013, 10:23 AM
I've updated the post containing my Endor map with links to the build directions and a couple more pics. So go back and check it out again at some point.

They look good. Sadly, I can't build it, so that's why I'm kinda limited to commenting on it, but just by the looks of it, :thumbsup:!

EDIT: I'm just going to take down JW and build it, that way I don't have to switch up the rock and dungeon.

White Knight
March 23rd, 2013, 10:32 AM
Cantina version (AV, WK, HS2010) (http://www.heroscapers.com/community/downloads.php?do=file&id=3933)

http://www.heroscapers.com/downloads//mos%20eisley%20cantina-wk3_EcY.jpg

Porkins
March 23rd, 2013, 12:09 PM
The visual effect of stepping down from the outside is nice, but I don't really like the theme of standing outside the door and shooting into it in order to get height advantage.

Porkins
April 8th, 2013, 04:39 PM
bump

Arch-vile
April 8th, 2013, 04:48 PM
The visual effect of stepping down from the outside is nice, but I don't really like the theme of standing outside the door and shooting into it in order to get height advantage.

I agree. There would be no incentive to enter the bar when you can just turtle in your start zone all day. Height in a start zone is generally a bad idea.

Balantai
April 8th, 2013, 05:19 PM
I love the start zones inside the bar.

Yodaking
April 8th, 2013, 05:23 PM
I like the idea of having start zones in the bar for one team, and then the other team starting in both of the outside areas. It would be like the Empire was raiding the Cantina in an effort to round up any rebels and criminals inside, who choose not to surrender.

Arch-vile
April 8th, 2013, 05:26 PM
I like the idea of having start zones in the bar for one team, and then the other team starting in both of the outside areas. It would be like the Empire was raiding the Cantina in an effort to round up any rebels and criminals inside, who choose not to surrender.

That would be pretty cool. I somehow missed that WK had different start zones in his latest map, so consider my previous point invalid. Perhaps just remove the height 3 sand outside? Then, height could still be grabbed outside but one would need to stay in the Cantina for the highest peaks of the map.

White Knight
April 9th, 2013, 10:53 AM
I like the idea of having start zones in the bar for one team, and then the other team starting in both of the outside areas. It would be like the Empire was raiding the Cantina in an effort to round up any rebels and criminals inside, who choose not to surrender.

That would be pretty cool. I somehow missed that WK had different start zones in his latest map, so consider my previous point invalid. Perhaps just remove the height 3 sand outside? Then, height could still be grabbed outside but one would need to stay in the Cantina for the highest peaks of the map.

I set it up as a classic barroom brawl.:D

While it's possible to move your army outside onto height, while you're doing that your opponent is freely attacking your figures inside the bar. Since I've never played Heat of Battle games, I really don't know how this map will play. But the action will be quick!

Porkins
April 9th, 2013, 11:05 AM
I like the idea of having start zones in the bar for one team, and then the other team starting in both of the outside areas. It would be like the Empire was raiding the Cantina in an effort to round up any rebels and criminals inside, who choose not to surrender.

That would be pretty cool. I somehow missed that WK had different start zones in his latest map, so consider my previous point invalid. Perhaps just remove the height 3 sand outside? Then, height could still be grabbed outside but one would need to stay in the Cantina for the highest peaks of the map.


Drrrr, I somehow missed that too. :oops:
I was looking at those two symetrical areas outside of the Cantina and assumed they were start zones for a competition style game.


I set it up as a classic barroom brawl.:D

After we're done with the barrom brawl, can you set up a ballroom blitz?

White Knight
April 27th, 2013, 07:26 PM
The Tantive IV build instructions (re-posting):

Note: I have the whole scenario saved and can post the instructions later.

http://i795.photobucket.com/albums/yy234/aschlauch/Star%20Wars/HoSS/tantiveiv_zpsd02bc341.png

Yodaking
May 3rd, 2013, 01:17 PM
I know you all are pretty busy with the ANH release, but here is a map I was working on for a ESB theme. I put this together a while ago and kind of forgot about it so when it popped into my head today I figured I better just get it posted before I forgot about it again.

Lost Jedi Temple on Dagobah
1 SotM, 1 Marvel, 2 TJ

http://www.mediafire.com/convkey/9a7a/sen4a72b8lbbc5c6g.jpg

Build File (http://www.mediafire.com/?rbxjn8zlskgvtnz) *(the Marro Hive base is just used as 6 normal swamp tiles)

It started out as an attempt to make Yodas' hut in the swamp, but evolved into just a generic Jedi Temple on Dagobah. It might not be for everyone as the middle of the temple area will not be easy to place figures on. I did build the temple to make sure it was stable though and it is rock solid. I also believe it would be pretty easy to quickly lift off the roof if you really needed to get your hand inside.

The area in question is really just 3 hexes though, so I personally don't see it as too big of a deal. When moving through the Temple, just count the hexes moved and place the figure on the other side as long as they have a height of 6 or less. Each of the 3 hexes in question should be easy enough to slide a figure onto from the adjacent doorway hex too.

The Temple itself is not a mirror, but the surrounding swamp area is pretty close to a mirror in construction so it should work as a competitive map. If someone tries to fly/jump to the top of the Temple with a ranged attacker, lots of jungle bushes & trees can provide some cover while the melee units make their way into the Temple itself. Each of the 3 entrance ways have a 4 hex overhang from which a melee unit can duck under to avoid the shooter completely. Forcing them to eventually come back down.

Arch-vile
May 9th, 2013, 03:54 PM
Nice map, Yodaking. I'll restrain myself from making a joke about the map and your username. ;)

You're right, everyone in HoSS is working really hard on the Episode 4 release. I hope we can use that map for Episode 5 or 6, though.

Yodaking
September 6th, 2013, 10:18 PM
Do we have a list of all the finished/approved HoSS maps somewhere? I seem to be having trouble finding one.

Yodaking
June 30th, 2014, 02:20 PM
Can we sticky this tread and link all the released maps in the SP? I seem to have trouble finding the list of HoSS maps when I need it.

Sheep
June 30th, 2014, 02:33 PM
Can we sticky this tread and link all the released maps in the SP? I seem to have trouble finding the list of HoSS maps when I need it.

It's in the Archives' SP. :razz:

But it wouldn't be a bad idea to sticky this thread.

Porkins
June 30th, 2014, 02:37 PM
Since this is more of a discussion thread and the OP hasn't been touched in a year and describes a process we don't use, I don't think it should be stickied.

Yodaking
June 30th, 2014, 02:48 PM
Can we sticky this tread and link all the released maps in the SP? I seem to have trouble finding the list of HoSS maps when I need it.

It's in the Archives' SP. :razz:

But it wouldn't be a bad idea to sticky this thread.

Now I see why I couldn't find them. I was just looking at the first post of the archives and all the spoilers there but the maps are in the second post.

*Looks like we need more competitive maps for play testing.

Sheep
November 15th, 2014, 04:39 PM
At HoSS, we want to look over the guidelines in the OP and make any changes necessary to fit our current goal.

We eventually look to hand the reigns off to Ninja Status and a team of map makers assembled by the HoSS group to work on maps for up and coming HoSS Releases.

We are currently looking for any Bespin maps: Chambers, Platforms, Hallways, etc.

Thank you!

Ninja Status
November 15th, 2014, 04:42 PM
DanieLoche and I hope to have results out soon of what we've been designing for Bespin. If you the community have any ideas though we'd love to hear them.

~NS

DanieLoche
November 16th, 2014, 09:07 AM
For the Carbon freeze chamber, I first though using the fortress wall to create the hole on the center (where Han was... "cryogenised") and the gap between the platform on the center and the walk-paths . (photo (http://starwarsanon.files.wordpress.com/2013/01/luke-vader-carbon-freezing-chamber.jpg))
But it seems like it's costing too much hexes (3 fortresses minimum), it is reasonable ?

Ninja Status
November 16th, 2014, 10:56 AM
For the Carbon freeze chamber, I first though using the fortress wall to create the hole on the center (where Han was... "cryogenised") and the gap between the platform on the center and the walk-paths . (photo (http://starwarsanon.files.wordpress.com/2013/01/luke-vader-carbon-freezing-chamber.jpg))
But it seems like it's costing too much hexes (3 fortresses minimum), it is reasonable ?

The OP guidelines say you can use up to 3 expansions. So I'd say it's reasonable.

Karat
November 16th, 2014, 12:37 PM
My thought for that was just use actual terrain pieces to create a hole, concrete or asphalt hexes, from the Marvel Master Set, at the top and bottom of the hole to simulate the carbon freeze chamber :2cents:

DanieLoche
November 26th, 2014, 02:56 PM
Thanks Karat, I'll try this solution too. For now I've got a beta version using walls to create the (big) hole. ^^

Koolster25
December 7th, 2014, 05:41 PM
Here is a scenario map that I made. Ben-Kenobi's Den

http://i1374.photobucket.com/albums/ag405/Koolster25/Ben-KenobisDen-page-001_zps586f777b.jpg
http://i1374.photobucket.com/albums/ag405/Koolster25/Ben-KenobisDen-page-002_zpsc9431b40.jpg
http://i1374.photobucket.com/albums/ag405/Koolster25/Ben-KenobisDen-page-003_zpsa0cc20ce.jpg
http://i1374.photobucket.com/albums/ag405/Koolster25/Ben-KenobisDen-page-004_zps67df9091.jpg

It uses 1 RotV and 1 SotM. The rocky den provides refuge from desert ambush and only 2 Tuskans can enter at a time, but it isn't that easy to get to! The overhang is not intended for figures to be able to stand on it, but that is not a problem if you only use the figures in the scenario. Some of the SotM swamp tiles are used and the green can be seen on the sides of the pillar and hills. If that bothers you and you have the extra terrain feel free to substitute it with something else. It bothers me, so the one I have physically built is different, but to keep the terrain requirements to 1 of each master set the 3D one uses the swamp tiles.

Any feedback is appreciated and encourage. Also, is the scenario wording ok? Any suggestions for something better?

Koolster25
December 7th, 2014, 09:24 PM
I need to edit the scenario and Tuskan start zones. In that version the Tuskans are way OP. The new start zones are only the highest sand. The new Tuskan army will either be 2x or 3x Tuskan Raiders. No A-Zulmun. The def boost was too strong plus the ranged attack and unforce-pushable large size really spammed Obi-Wan from getting to Luke if done right.

Karat
December 7th, 2014, 09:35 PM
I need to edit the scenario and Tuskan start zones. In that version the Tuskans are way OP. The new start zones are only the highest sand. The new Tuskan army will either be 2x or 3x Tuskan Raiders. No A-Zulmun. The def boost was too strong plus the ranged attack and unforce-pushable large size really spammed Obi-Wan from getting to Luke if done right.
I'd hold off on your scenario for now as there is an unreleased unit that would be much better for your scenario than the Raiders IMHO ;)

Koolster25
December 7th, 2014, 09:56 PM
I need to edit the scenario and Tuskan start zones. In that version the Tuskans are way OP. The new start zones are only the highest sand. The new Tuskan army will either be 2x or 3x Tuskan Raiders. No A-Zulmun. The def boost was too strong plus the ranged attack and unforce-pushable large size really spammed Obi-Wan from getting to Luke if done right.
I'd hold off on your scenario for now as there is an unreleased unit that would be much better for your scenario than the Raiders IMHO ;)

Thank you for the wink wink and the nudge nudge and the hint hint.

I have decided to hold off on my scenario for now. Word on the street is that there is an unreleased unit that would be much better for my scenario than the Raiders. I have acquired this information from a source who wishes to remain anonymous. ;)

Koolster25
January 16th, 2015, 04:13 PM
Have you guys considered a BoSS display thread, like they have for BoV?

Porkins
January 21st, 2015, 04:44 PM
Have you guys considered a BoSS display thread, like they have for BoV?

That's a great idea. We'll be re-launching the map department VERY soon, at which point we can address this idea.

Sheep
January 25th, 2015, 08:26 PM
BoSS is Underway!!!


http://i22.photobucket.com/albums/b332/yodaking/Heroscape/HoSS/DSCN1447_zps517caa56.jpg


We are proud to announce that the Battlefields of Star Wars 'Scape (BoSS) is officially underway. Members will include 3 current HoSS members ( @heroscaper2010 (http://www.heroscapers.com/community/member.php?u=11057) , @Yodaking (http://www.heroscapers.com/community/member.php?u=4224) , and @Karat (http://www.heroscapers.com/community/member.php?u=10990) ) along with 4 public members with a love for map making and Star Wars ( @Ninja Status (http://www.heroscapers.com/community/member.php?u=23604) , @DanieLoche (http://www.heroscapers.com/community/member.php?u=20039) , @TREX (http://www.heroscapers.com/community/member.php?u=9140) , and @Koolster25 (http://www.heroscapers.com/community/member.php?u=45299) ).

The first order of business will be to take a look over the old BoSS Guidelines and make any necessary changes to fit current HoSS needs.

Throughout this whole process, all heroscapers.com members are welcomed to participate, much like in C3G.

Thank you, and happy map-building!
~The HoSS Team :starwars:

Koolster25
January 26th, 2015, 04:45 PM
In the OP it talks about map submissions, will be specific maps that you would like to people to build?
Also, if you want this thread to be singly purposed for submissions, then I think we need a seperate brainstorming/not submissions but still related thread.

Yodaking
January 26th, 2015, 05:04 PM
Yeah, now that the new Map department has been officially announced, the team members have been assembled, and we have a new home to host all our threads we will need to start moving in so to speak. We, as a group, need to figure out how we want things to be set up and run going forward.

Koolster25
January 26th, 2015, 05:10 PM
Yeah, now that the new Map department has been officially announced, the team members have been assembled, and we have a new home to host all our threads we will need to start moving in so to speak. We, as a group, need to figure out how we want things to be set up and run going forward.

Alright. Sounds good. Thanks

Yodaking
January 26th, 2015, 05:16 PM
Just posted up a new thread for us to use. BoSS Procedures & Voting Thread (http://www.heroscapers.com/community/showthread.php?t=51282)

Sheep
February 21st, 2015, 05:41 PM
Updated the OP. Check it out!

Yodaking
February 22nd, 2015, 12:54 AM
Looking good!

Karat
March 17th, 2015, 12:27 PM
Regrettably, I inform all of you that I simply lack the passion to work on maps or HoSS as a whole at this point in time, and so, I hereby resign my seat as a Judge and leave the Swamps of Dagobah in your very capable hands. If you seek my input, I'll be lurking in the shadows.

Yodaking
March 17th, 2015, 01:14 PM
That's too bad Karat. We will try to make you proud of the final product. Does anyone who is not currently LDing a map want to take over as the LD for the Swamps of Dagobah?

Koolster25
March 17th, 2015, 02:24 PM
Thank you for your contributions to HoSS Karat! You will be dearly missed

DanieLoche
May 12th, 2015, 05:52 PM
Hello guys,

Just to prevent you that I'm going to the National (= France of course !) Robotics Cup tomorrow for 5 days, so I won't be available... ^^

Porkins
May 12th, 2015, 06:00 PM
Boop beep booppity bleep.

R2 says "Good luck."

Yodaking
May 19th, 2015, 10:16 PM
Hello guys,

Just to prevent you that I'm going to the National (= France of course !) Robotics Cup tomorrow for 5 days, so I won't be available... ^^

So how did you do?

DanieLoche
May 20th, 2015, 08:45 AM
I'm baaack. :)

This year was just amazing for our team ! There were more than 150 teams participating, (184 to be exact, but more than 30 equips did not manage to pass the ratification for their robots) and we passed the knockout and ended up 7th ! (video of our defeat here, I'm from 7Robot, look at the small white ball that blocked our robot against the border... :x ).

White Knight
May 20th, 2015, 09:54 AM
DanieLoche
:up: Great job!

My son was on the FIRST Robotics Team #118 that won the World Championships in St. Louis in April. Both my sons are involved in robotics at school.

TREX
November 2nd, 2015, 01:21 PM
Hey guys, just thought to say real quick that we might be ok to do some more maps now.:p I have been thinking up some pretty cool ideas. With my carbon freeze map it is really fun but quite a decent size and not the easiest map to build which made me think. When I made up the hoth generator ruins it was quite a small map but still really fun. Keeping the maps a little more simple might help the process go along better.

Ideas for maps that are needed for the following releases
-Endor Bunker Map
-Endor forest Map
-Jabba's palace(we could do a couple of smaller ones for different scenes for competitive) I know DanieLoche has a beauty that might work good for a scenario.
-Emperors Death Star Throne Room(we could use the same map for a competitive and scenario.)
I would also like to finish up My Bespin map along with Yoda's bespin map. Spurring this on is the completion of Koolster25 's Kenobi den scenario. I am going to post a bunch of maps for ideas in the Brainstorming thread that you guys are welcome to take over and LD. I'd like this project to not die.

TREX
November 2nd, 2015, 01:21 PM
Hey guys, just thought to say real quick that we might be ok to do some more maps now.:p I have been thinking up some pretty cool ideas. With my carbon freeze map it is really fun but quite a decent size and not the easiest map to build which made me think. When I made up the hoth generator ruins it was quite a small map but still really fun. Keeping the maps a little more simple might help the process go along better.

Ideas for maps that are needed for the following releases
-Endor Bunker Map
-Endor forest Map
-Jabba's palace(we could do a couple of smaller ones for different scenes for competitive) I know DanieLoche has a beauty that might work good for a scenario.
-Emperors Death Star Throne Room(we could use the same map for a competitive and scenario.)
I would also like to finish up My Bespin map along with Yoda's bespin map. Spurring this on is the completion of Koolster25 's Kenobi den scenario. I am going to post a bunch of maps for ideas in the Brainstorming thread that you guys are welcome to take over and LD. I'd like this project to not die.

Yodaking
November 2nd, 2015, 03:01 PM
If the desire is there I'll start up a thread for the Bespin Landing Platforms map I worked up. It was a fun little map that made good use of the 3 cargo DO's we have. I think it was pretty far along the design process too after several changes and play tests so it shouldn't take too long. I'll go dig up the posts related to it and then call for a formal vote a bit later today. If I forget just remind me.

Porkins
November 2nd, 2015, 03:35 PM
:note: Desire :note:

Yodaking
November 4th, 2015, 07:08 PM
Bespin Landing Platforms (http://www.heroscapers.com/community/showthread.php?p=2053745#post2053745) is up and running!

Yodaking
November 6th, 2015, 12:19 PM
Bringing this conversation from the Swamps of Dagobah thread over to here. We should decide on how we are going to name and organize the map set releases now that all the maps are being done in the public BoSS department. I just took a look prior to the BoSS department, the maps were either released as part of Master Set 1 or the Hoth Adventure Pack. We currently have the Hoth Generator Ruins, the Swamps of Dagobah, & Ben's Den for completed maps without an official release set name. Then we have Bespin Landing Platforms and the Bespin Freezing Chamber maps under construction. I'm thinking maybe we give all maps based on one planet/location it's own release name. Then it doesn't matter when the maps get finished, they all fall into a different 'set' based on the planet going forward. I'm open to other ideas though.

TREX
November 6th, 2015, 03:05 PM
I would say we add the Hoth Generator map into the Hoth adventure pack. Make a new category for the dagobah map. (Dagobah Adventure pack, or something.) We will then have a set of what 1-3 maps for bespin. And so on and so forth for whats to come.

Koolster25
November 6th, 2015, 04:44 PM
Bringing this conversation from the Swamps of Dagobah thread over to here. We should decide on how we are going to name and organize the map set releases now that all the maps are being done in the public BoSS department. I just took a look prior to the BoSS department, the maps were either released as part of Master Set 1 or the Hoth Adventure Pack. We currently have the Hoth Generator Ruins, the Swamps of Dagobah, & Ben's Den for completed maps without an official release set name. Then we have Bespin Landing Platforms and the Bespin Freezing Chamber maps under construction. I'm thinking maybe we give all maps based on one planet/location it's own release name. Then it doesn't matter when the maps get finished, they all fall into a different 'set' based on the planet going forward. I'm open to other ideas though.

So like Freeze Chamber would be Bespin Set: Map 1 and the next would be Map 2 etc.? I'm fine with that

TREX
November 7th, 2015, 11:45 AM
Exactly Koolster25. I Pt'ed that Freeze Chamber map quite a few times and had it on one of my game tables for at least 3 months. It's kind of a more complex map to build though.

TREX
November 20th, 2015, 11:21 AM
I shall update the Boss archives with the new BOSS maps tonight.

Yodaking
November 20th, 2015, 01:47 PM
Sweet, thanks man.

TREX
November 20th, 2015, 09:29 PM
Sweet, thanks man.
Ben kenobi's Den, Hoth Generator Ruins, and Swamps of dagobah all have been updated to the Archives of Boss.

TREX
March 19th, 2017, 02:41 PM
To help kick off some BOSS Battlefront I've tweaked my Jedi Temple of Coruscant map, and my Bespin Carbon Freeze chamber vs files to better work with the new battlefront rules as far as control glyph placement. I've also designed a map for the Battle for mygeeto. I am yet to post the VS file, because after building it, I need to rearrange a couple pieces to better support it, though it is minimal. I do have some pics for it. If you guys approve, I'll make a design Holocron thread for it.
http://www.mediafire.com/convkey/8024/qb7o3qog67ba82uzg.jpg

http://www.mediafire.com/convkey/3a44/9z8i8xdkvpp1777zg.jpg

http://www.mediafire.com/convkey/a829/gb2dp2a2mibg796zg.jpg

http://www.mediafire.com/convkey/2c97/dmg5fkb8dbn33zjzg.jpg

It uses:
2 Fota
1 TT
1 BFTU
It also optionally uses to Anti Infantry Batteries. I highly recommend those. They can reach both Control points on the bridge along with the CP in the middle. On top of that they can reach the CP behind them in their own start zone. They cannot however reach the enemies start zone.:) I'll have a competitive version where the glyph on the ice is a random power glyph. As it sits though, all the power glyphs are meant to be control glyphs for battlefront and should stay face down. I'll throw on the pdf for capturing glyphs. VOTE FOR DESIGN HOLOCRON OF BATTLE FOR MYGEETO.
TREX :up:
Yodaking :up:[/URL]
DanieLoche :up:
@[URL="https://www.heroscapers.com/community/member.php?u=23604"]Ninja Status (https://www.heroscapers.com/community/member.php?u=4224)
@heroscaper2010 (https://www.heroscapers.com/community/member.php?u=11057) , still haven't heard from you yet even though you have been on.
Yodaking, I used that ladder trick on this one you told me about for the bridge that ki-adi-mundi dies on and it works perfect.

EDIT: I forgot to say, the Start zones are behind the door sections on both sides on the 24 hex of dungeon tile. As you can see it also fits on a standard fold out table, so its not so huge that its unusable.
@mac122 (https://www.heroscapers.com/community/member.php?u=8350) @Porkins (https://www.heroscapers.com/community/member.php?u=6940) @White Knight (https://www.heroscapers.com/community/member.php?u=9472) @Fi Skirata (https://www.heroscapers.com/community/member.php?u=26530) @Tai-Pan (https://www.heroscapers.com/community/member.php?u=1658) @Koolster25 (https://www.heroscapers.com/community/member.php?u=45299)
What do you guys think? @japes (https://www.heroscapers.com/community/member.php?u=40514) , and @Tornado (https://www.heroscapers.com/community/member.php?u=10479) , curious to what you guys think as well.

Update: VS FILE and VS Pic
BATTLE FOR MYGEETO VS FILE (http://download856.mediafireuserdownload.com/wzd3sawjzegg/ff5iu45gxo9rvpd/Battle+for+mygeeto+BOSS.hsc)

http://www.mediafire.com/convkey/d6c2/ps4ljkyiir4driozg.jpg

Yodaking
March 19th, 2017, 04:08 PM
I like how the two Anti-Infantry Batteries look sitting there on the map, I'm just not sure how many people own two of them if they are required to build the map. Overall it looks like a fun and interesting Battlefront style of map.

TREX
March 19th, 2017, 04:14 PM
They are not required, but would definitely make things more interesting. I might be able to find an old papercraft turret I found online and make a link to it. I really like their placement for how you can use them to keep enemies off of the bridge.

DanieLoche
March 19th, 2017, 04:23 PM
This maps has some nice potential for me, even though it looks like a little too large at first glance...

:up: for an Design Holocron.

TREX
March 19th, 2017, 04:29 PM
Thanks, @DanieLoche (https://www.heroscapers.com/community/member.php?u=20039) , Its quite beautiful on my game table. Is that an :up: from you as well @Yodaking (https://www.heroscapers.com/community/member.php?u=4224) ?

EDIT: by the way, for size, its 15 spaces from one Start Zone to the other Start zone.

Yodaking
March 19th, 2017, 04:32 PM
Yeah, you have a :up: from me. I don't think we have a problem with too many maps going on a once.

TREX
March 19th, 2017, 04:33 PM
Yeah, you have a :up: from me. I don't think we have a problem with too many maps going on a once.
:) There hasn't been any maps going on at all is the problem. Thanks. I've got no problem LD'ing a few at once. More than happy to get the ball rolling.

TREX
March 20th, 2017, 11:31 AM
I wanted to throw out some points for the Battle for Mygeeto map as we wait the allotted amount of time for voting from Ninja Status and heroscaper2010. The anti infantry batteries are placed where they can be reached by your figures on turn 1 from your start zone giving you the chance to use them by turn 2. They can reach out and hit the control points on the bridge on both sides. They can do exactly what turrets are meant to do on this map. It makes the anti infantry batteries a real threat and a strategic decision to blow up your enemies turret, or try to use it against them if they don't man it. It really flows with a battlefront esk theme. There is many tactics you could use on this map especially with the turrets on a battlefront theme. I will be playing a 2vs2 game on this map come Tuesday. I can't wait. I've updated the VS file for the slight fixes to help make it a little more sturdy. It doesn't change the layout of the map though.

TREX
March 21st, 2017, 11:14 PM
Ok so here goes a report of sorts on the Battle for mygeeto test run for BOSS Battlefront:

We played 600pt armies
Army 1=Me
Jabba the Hutt
Boba Fett
4Lom
Duros thugs x3
Jawas X1 :) I know, but they have their place.
Vs
My Brother In Law Stevo
The Hive
Stingers x3
Drones X4

We played with the two Anti Infantry Batteries.
All figures that could not fit in the start zone sat in a reserve off board.
Figures did get to start on the glyph in the start zone of their own.
I did allow the drones that got in the turret to be controlled by the HIVE, The hive could see the turret and it was in range: That may or may not be allowed. But I let it be. That wasn't the most pertinent thing being tested at the moment. I do have a couple pics taken during the battle to show some of the action.
I won initiative, and immediately threw 3 of my 4 jawas in the turret and ran one to the bridge. In turn Stevo put a couple drones in the turret and moved another one over to the middle glyph in the ice and moved a couple more towards the bridge. I Started popping off shots at his turret with my turret. I wanted it dead. He defended them all and started advancing his drones. One took the middle glyph and the others started up the bridge. End of round his one drone on the middle glyph survived two blasts from my turret but I killed a couple more of his by that one. He also hit and killed three duros that I moved up to take out his guys advancing on the middle glyph. I wasn't thinking and had them all clustered up. He blasted the crap of them with his turret. End of round. I had 1 captured point in my base. He had two. I had to wound one guy. The leftover jawa ate it. Next round. I was able to clear off his guy on the middle glyph and brought a guy over to take it. I got on there with a duros thug and moved the rest of my thugs up and took the glyph on my side of the bridge. He took some stingers over and killed my duros on the low ground along with another before I could claim the bottom one. He also moved some more guys up taking the glyph on his side of the bridge. End of round, we were even with glyphs no one took wounds. Beginning of the next round. I placed Boba Fett, 4 Lom, and 1 duros next to my glyph on the bridge from my start zone. Stevo answered in kind by putting 3 stingers next to his. This whole time stevo was lighting up the 20 getting his figures back, I thought I was had. He won initiative. He shot my glyph guy on the bridge shooting all 4 of my guys up there. He killed 1 duros and wounded fett a couple wounds and 4 lom a couple wounds. I returned fire on his glyph and killed a couple guys. At this point I was running out of guys and he still had a respawning army. I started pressing him with boba fett and 4lom. I couldn't hit his turret very well. He returned fire with his turret and I wounded it with boba fetts guile a couple times. I was able to kill the guy on his bridge glyph and then stealth jet packed onto it as part of one of his guile moves. I survived long enough to take it. I held it for a couple rounds giving him two wounds from glyphs held at the end of each. He had the one in his zone. I had both bridge glyphs and my zone glyph. I was able to clear out enough room to shoot his turret with boba and 4lom and killed it. It was already weakened 3 wounds from repeat failures on boba fett. At this point I only had 1 duros left. Boba fett with one life and 4lom with 1 life. Jabba had 4 lifes left in my startzone. One stinger got over there and attacked him and I had 4lom pop him with his concussion rifle from the bridge.:) As the bounty hunters came down the other side of the bridge to close the deal. Stevo's last stinger killed fett with a roll on a 1 skull. 4 lom was able to wound the hive with his concussion rifle. End of round or so. I got to wound him a couple more times. He killed a stinger and took a wound on his hive. He was able to get 1 more stinger out. I shot the hive again with 4lom. I ended the game when I wounded him 2x more with glyph control wounding his last stinger and the hive X1 for the win. I tell you what guys, this was epic. We were both yelling and having a blast. It was pretty close, as he almost killed my only hopes so many times. If he would have killed my last two bounty hunters, I'd have to take him on with Jabba and jawas.:) I give :up::up: for this map. So cool. I also give a :up: for this version of battlefront. I'll update the rule for figures that don't fit in the startzone. Now there is one other point I want to throw out there. If you still have figures in the reserve, and all your figures on the board are dead, I still think you should be able to deploy them at round start because you already have a disadvantage with no real board control. If your enemy takes 4 out of 5 glyphs, you get wounded 3x at rounds end. That can get pretty brutal. It is very fitting though.

http://www.mediafire.com/convkey/fdbe/v63k6qf6dijc2nczg.jpg

http://www.mediafire.com/convkey/a79e/dttz35d81nfglzgzg.jpg

You guys have to try this.

EDIT: For marking glyph control on this game I used black AOTP glyphs set on top of the other glyphs and stevo used treasure glyphs set on top of the other to signify controlling his. I will update with a PDF that has symbols for rebel/empire etc to play with.

Yodaking
March 22nd, 2017, 01:46 AM
Sounds pretty epic. Beating a Hive led Stingers & Drones team with 3 unique heroes is pretty impressive, especially since your bounty hunters only had 1 unique hero to choose for a bounty and that hero doesn't move out of the start zone. I like how controlling the glyphs ended up helping you secure the win. Just like in the video game, control points are pretty important to secure the victory.

TREX
March 22nd, 2017, 12:26 PM
Hopefully we'll be playing again with a 4 player 2v2 and use the reserve rule a bit more. My brother in law said it would also be cool to have some of the explosive barrels. Perhaps it would be better on another map that doesn't have the explosive turrets. I also like the idea of adding the fx7 medical droids to some maps that heal any adjacent unit at the end of the round. Also, the update in the other thread. Soon enough it looks like I'm going to make the thread for Mygeeto. I'm just giving the other two judges a chance to check it out. I don't think HS2010 is interested anymore even though he's been on, but hasn't commented.

Sheep
March 22nd, 2017, 01:36 PM
Sorry I haven't commented. After withdrawing from HoSS, I'm gonna have to withdraw from this too. I will definitely enter any contests you guys have, as I'm better equipped now than I ever was before terrain-wise to do maps of all styles and places. I just don't have the time to commit to a group. Running tournaments and building new maps is where my HeroScape time is at right now.

TREX
March 22nd, 2017, 03:26 PM
Thanks for the update post heroscaper2010. I kind of thought that was the case but didn't want to count you out if you were still in. I'm hoping for sure that we will be able to do contests in the future. Make sure you follow the Battlefront stuff, as it is definitely coming together nicely. With that said, that puts us at the minimum number of :up: votes and gets it in order to make a Design Holocron for The Battle of Mygeeto.

Yodaking
March 22nd, 2017, 03:27 PM
Hopefully we'll be playing again with a 4 player 2v2 and use the reserve rule a bit more. My brother in law said it would also be cool to have some of the explosive barrels. Perhaps it would be better on another map that doesn't have the explosive turrets. I also like the idea of adding the fx7 medical droids to some maps that heal any adjacent unit at the end of the round. Also, the update in the other thread. Soon enough it looks like I'm going to make the thread for Mygeeto. I'm just giving the other two judges a chance to check it out. I don't think HS2010 is interested anymore even though he's been on, but hasn't commented.

You can add the 3 Crate, Container, Canister DO's to a map. Also like the idea of having preplanted FX-7's on a HoSS map. I do think we should have a handful of Battlefront specific designed maps. We can also adapt other established maps too but having a few that are designed from the get go to be for Battlefront is a good idea. Maybe the contest you have been talking about can be for that.

TREX
March 22nd, 2017, 03:36 PM
Yodaking, I updated both the Carbon Freeze Chamber, and the Jedi Temple of Coruscant to play battlefront style just recently. I think the magic number is at least 5 Control points per map. If you have fewer it doesn't really make them as effective, and if you had too many more, I'm not sure how easy it would be to secure them. That said, I think all BOSS maps should have 5 Control points. 2 of those either being in the start zone of the two teams, or close to it. and then 3 that could be captured. With the FX7s, explosive barrels and crates DO's, Bacta Tanks, and those anti infantry batteries, we have plenty of options. As for the initial push for battlefront, I think we should design a handful of maps in house first. That way people can play and get the ideas for what is to come next. Then when we hold a map contest, they can have a better idea of what to go for. I would say lets use the 3 I've got in the ready plus say another 2-3 or so that other members might want to LD to get it started.

Yodaking
March 22nd, 2017, 04:01 PM
Sounds reasonable. I may try to work up a map then. I have a lot of different things I'm working on right now though so I'm not sure how quickly it will get done.

Yodaking
March 22nd, 2017, 05:28 PM
So instead of putting it on the list of things to do, I just started working on a map right away and pushed other things back. This is what I have come up with so far. I wanted to try and create a Battlefront style map for the new location of Scarif seen in Rogue One. Uses 1 RotV, 1 Marvel, & 2 TJ sets. Features a sort of landing pad area with walkways leading off north and south. Then jungle, water, & sand are east & west, where the two forces enter from. 5 control points, two fairly close to the start zones and 1 in the middle. Even though the 2 are close to the start zone, should an opponent be able to take either one of them I think it is possible to hold it with the way the jungle plants and water are arranged.

https://www.mediafire.com/convkey/99b2/cf44wk2z4y3l7856g.jpg

VS File (http://www.mediafire.com/file/3qmqzardod91rsm/Scarif_Battlefront_Map.hsc)

TREX
March 22nd, 2017, 05:28 PM
I have some other ideas I have been toying around with in Virtualscape, but I need to get the ones I have in Design finished out. I personally have tested the other two quite a few times and this new ones getting the treatment now. I'll just need others to sign off on them. I think the amount of testing done on the maps we make now and in the future should have a reasonable amount of tests done but not overkill. I think that is where we get hung up the most and things go stagnant.

TREX
March 22nd, 2017, 05:31 PM
That seems simple enough. I think we'd want to put something in the middle area to make it pop, and give a more starwars feel to it. Perhaps if it was littered with DO objects that the forces could take cover behind? But yeah, I'm feeling the theme of it.

It just needs little cover areas. So either the little DO Crates everywhere in the middle or Kind of like those little bunkers here and there. I wonder what you could do with 1 castle set on it .

Yodaking
March 22nd, 2017, 05:44 PM
Since it is suppose to be a landing pad where cargo could be loaded or unloaded, I think a bunch of crates, containers, and canisters along the edges would work.

TREX
March 22nd, 2017, 05:50 PM
I'd fan them out in an almost circular pattern leaving the centralized part open. Thematically for ships that land and unload. Really cool. I'll hold up on my other maps that are almost finished in virtualscape for Mustafar, and the Emperors throne room.

Yodaking
March 22nd, 2017, 06:02 PM
Don't hold off on anything on my account. Lets keep the momentum going and perhaps have a 1/2 dozen Battlefront maps to roll out with the rules. I may be able to get some informal testing done when I host a Heroscape night on April 7th. My plan was to have one HoSS game set up, one Classic game set up, and one C3G game set up but perhaps I can change directions. I'll have to see how many Battlefront style HoSS armies I have figures to field all at once. If I have enough for 4 armies, then I'll have people try out our rules on two of our maps. Rebels, Empire, Independent make 3, not sure if I have enough common troops for a 4th army though. So it might just be one map I can set up with 3 armies for people to choose from.

TREX
March 22nd, 2017, 06:45 PM
Alright, Here is the Death Star Throne Room

http://www.mediafire.com/convkey/6651/1n70ln6pnrytbmrzg.jpg

Death Star Throne Room VS FILE (http://download1483.mediafireuserdownload.com/co12ljpcm4tg/ost7kgzixen4o8b/Death+Star+Throne+Room+BOSS.hsc)

Build Requirements: 2 marvel, 2 FOTA
Not as impressive as Mygeeto, but looks great. I've had this in the chamber for awhile but its just gettin unloaded. I'm thinking the Green start zone space could be a FX-7 Medical droid, or a bacta tank.

I did a lot of research on this section of rooms when building my own piece of terrain of it awhile back. You have the throne room, the elevator, 2 offset side rooms that are start rooms, and a room off the backside of the elevator for a FX7 droid or bacta tank.

Yodaking
March 22nd, 2017, 09:03 PM
That looks pretty sweet. What are the set requirements?

TREX
March 22nd, 2017, 09:59 PM
Oh, forgot those, I'll add them. Just 2 marvel, 2 FOTA

japes
March 23rd, 2017, 11:01 AM
Dang it. I really need to get another Marvel set some day. That looks awesome.

TREX
March 23rd, 2017, 11:04 AM
japes, did you see my battle for mygeeto map. It now has a design Holocron for it after getting voted in. That one is an epic Battlefront map.

japes
March 23rd, 2017, 11:06 AM
japes, did you see my battle for mygeeto map. It now has a design Holocron for it after getting voted in. That one is an epic Battlefront map.

My son and I are looking at it now.

TREX
March 23rd, 2017, 11:16 AM
japes, I've play tested it a couple times, I was awesome. Make sure you use the rules in the OP for the latest version of Battlefront. I think we are nailing it down.

Porkins
March 23rd, 2017, 03:39 PM
I've been a little bit inactive lately due to my inter-state move, but I'm hoping to be able to start contributing again in the near future. Catching up on this; this is looking awesome TREX!!

TREX
March 24th, 2017, 03:13 PM
@Yodaking (https://www.heroscapers.com/community/member.php?u=4224), are you proposing to LD the Scariff landing platform map? I would give you my pre :up: for it.
If you guys want me to make another thread for the Death Star Throne room, I'll call a vote for it. I don't want to go all nuts on LD'ing a ton of maps while no one else really does but if you guys don't mind I'll call a vote on it too. At least then it can be found easier. I already had to dig a little for it just to find it in this thread. I've got no problem getting them tested a couple times each at least. The format is quite fun and doesn't take too long once you capture a few control points. When you battle for control points a good many figures are lost, but at the end of each round, even more get lost because of the wannock nature of the control points. You guys let me know.

Yodaking
March 24th, 2017, 06:07 PM
Yeah, I'll try to contribute one map to include with, and test on, the new Battlefront rules. I'm not sure how quickly I'll be able to move on it but as I mentioned earlier I may be able to get some guinea pigs over to test the map and rules two Fridays from now.

As for the flurry of activity you have going on right now, I don't think you should put the breaks on until you feel like you need to. We haven't had any activity around these parts for a while and I don't see too many other people eager to contribute so I say go hog wild. I'll try to help where I can and if you only managed to finish up half of what you start before getting burned out, it will be better than trying to go slow and losing interest in the project.

Ninja Status
March 26th, 2017, 02:33 AM
Okay, looks like I bit off more than I could chew on this one. I think I'm gonna have to step down. It's just that I have a ton going on with music right now, and I can't give enough time or dedication towards this. Sorry ya'll.

I wish you guys the best with this. Good luck :up:

~NS

TREX
March 26th, 2017, 11:09 AM
Thanks Ninja Status for letting us know where you stand, if you have time later and want to give it a go later, don't be a stranger.

TREX
March 27th, 2017, 02:44 PM
@Yodaking (https://www.heroscapers.com/community/member.php?u=4224), based on what you said about going hog wild with maps for the Battlefront System, I Guess I'll call a vote on starting up a thread for the Death Star Throne Room as well to make a Design Holocron for it.

TREX :up:
Yodaking
@DanieLoche (https://www.heroscapers.com/community/member.php?u=20039)

I guess it's just the three of us for now. I have a map for Battle of Mustafar, but I'm not happy enough with it yet to present it anyway.

Yodaking
March 27th, 2017, 02:46 PM
:up:

DanieLoche
March 27th, 2017, 04:15 PM
Impressed by the low set requirement ! :up: for me. :)

Yodaking
March 27th, 2017, 11:21 PM
So instead of putting it on the list of things to do, I just started working on a map right away and pushed other things back. This is what I have come up with so far. I wanted to try and create a Battlefront style map for the new location of Scarif seen in Rogue One. Uses 1 RotV, 1 Marvel, & 2 TJ sets. Features a sort of landing pad area with walkways leading off north and south. Then jungle, water, & sand are east & west, where the two forces enter from. 5 control points, two fairly close to the start zones and 1 in the middle. Even though the 2 are close to the start zone, should an opponent be able to take either one of them I think it is possible to hold it with the way the jungle plants and water are arranged.

https://www.mediafire.com/convkey/99b2/cf44wk2z4y3l7856g.jpg

VS File (http://www.mediafire.com/file/3qmqzardod91rsm/Scarif_Battlefront_Map.hsc)


Alright. I think I'm going to try and build this map this week and potentially use it for some tests so lets go ahead and make it official. I've continued to tweak the map a little along with deciding to go with some cargo DO's on the landing pad area. I'll post up an updated file once I get a chance to build it and see what it looks like in person. Anyway, I propose Scarif Beach Assault for a new map thread.

Yoda - :up:
TREX - :up:
Dan - :up:
Porkins - :up:

TREX
March 28th, 2017, 01:16 AM
:up: for me. Its my day off tomorrow. I may build it to give it a look over. Ill probably build the death star throne room and shoot some RL pics of it.

DanieLoche
March 28th, 2017, 09:50 AM
I'll take a look at the VS file tomorrow night. :)

Porkins
March 28th, 2017, 11:19 AM
Referendum voter: :up: and :up:

Yodaking
March 28th, 2017, 04:42 PM
Referendum voter: :up: and :up:

We can just add you to the BoSS team if you are interested. It would be nice to have another member.

TREX
March 28th, 2017, 04:57 PM
Referendum voter: :up: and :up:

We can just add you to the BoSS team if you are interested. It would be nice to have another member.

Even if your only throwing thumbs and giving ideas and suggestions id second yoda here.

Porkins
March 29th, 2017, 11:43 AM
Sure, sounds good.

TREX
March 29th, 2017, 02:38 PM
Sure, sounds good.
Awesome, welcome aboard porkins. I'll be updating my couple of maps tonight and be making a thread for the new Death Star Throne Room.

DanieLoche
March 29th, 2017, 05:45 PM
Anyway, I propose Scarif Beach Assault for a new map thread.

I give my :up: . :)
I hope that the "wall" of bushes won't be a pain for the deployments out of the SZ. ^^

Yodaking
March 29th, 2017, 05:52 PM
Anyway, I propose Scarif Beach Assault for a new map thread.

I give my :up: . :)
I hope that the "wall" of bushes won't be a pain for the deployments out of the SZ. ^^

We will have to see. I was trying to use the bushes to give the opponent a chance to take and hold a glyph right in front of an opponents start zone.

Yodaking
April 1st, 2017, 05:58 PM
I started up a thread for the Scarif map (https://www.heroscapers.com/community/showthread.php?p=2141990#post2141990).

TREX
April 19th, 2017, 02:44 PM
I had one additional thought for our release of our Battle of Endor for HOSS.

Battle for Endor
(I'll post the map later tonight if I can.)

There will be 5 control points with an optional special rule.

Special Rule: Control the AT-ST

Whichever player controls the middle control point also controls an AT-ST that will be placed on the map.
Taking a turn with the AT-ST- After revealing an order marker on any army card you control you may instead take a turn with the AT-ST.
All other BOSS Battlefront Rules are applied.

japes
April 19th, 2017, 02:53 PM
I had one additional thought for our release of our Battle of Endor for HOSS.

Battle for Endor
(I'll post the map later tonight if I can.)

There will be 5 control points with an optional special rule.

Special Rule: Control the AT-ST

Whichever player controls the middle control point also controls an AT-ST that will be placed on the map.
Taking a turn with the AT-ST- After revealing an order marker on any army card you control you may instead take a turn with the AT-ST.
All other BOSS Battlefront Rules are applied.

That sounds interesting.

TREX
April 19th, 2017, 06:13 PM
It would represent thematically how chewie and some ewoks take over an atst in return of the jedi.

Yodaking
April 19th, 2017, 06:25 PM
Makes the decision to try and destroy the AT-ST or just take control of it and interesting one.

TREX
April 20th, 2017, 03:26 PM
The only other rule I'd add to that scenario is that the AT ST can't end movement on the glyph that allows you to control it. I was too busy to post the map last night. We'll see if it opens up tonight.

TREX
May 5th, 2017, 09:11 PM
Updated BOSS Archives with:
Death Star Throne room
Battle for Mygeeto
Scarif Beach Assault
Jedi Temple of Coruscant