Leaf_It's Maps, and Scenarios
Leaf_It's All feed back is welcomeMaps & Scenarios Standard Tournament Maps
Spoiler Alert!
Very Slippery Ice Maps
Spoiler Alert!
Single Master Set Maps
Spoiler Alert!
Free For All Maps
Spoiler Alert!
Scenarios
Spoiler Alert!
|
Re: Leaf_It's Maps, and Scenarios
Quote:
|
Re: Leaf_It's Maps, and Scenarios
Not sure if tournament players are your intended audience, but I have to ask--how does the elevated snow right next to the start zone work out for Raelin and the like?
|
Re: Leaf_It's Maps, and Scenarios
Quote:
I always felt that calling it slippery ice didn't make sense, since it's stopping you from moving, when slippery ice in real life usually makes you move farther than you intend. I've playtested this map with the new ice mechanic, and it plays pretty well. You have to plan out landing on the glyphs though, or you'll miss them. Quote:
|
Re: Leaf_It's Maps, and Scenarios
Initial Thoughts:
Cap is right. The elevation that close to the start zone is a concern...with the exception that a big iceblock will block most LOS targets straight ahead. My main concern is the up and down, choppy elevation through the middle of the map. Any melee armies: knights, legionaires, sacred band etc will have a very difficult time developing across the map. It'll be slow and tedious for them, allowing ranged armies - even with the limited elevation - to still have the advantage b/c of the choppiness of the snow tiles through the middle. |
Re: Leaf_It's Maps, and Scenarios
Quote:
|
Re: Leaf_It's Maps, and Scenarios
When testing for lumpiness, also consider units like the Marrden Hounds, Nilfheim, and Grimnak.
|
Re: Leaf_It's Maps, and Scenarios
Quote:
|
Re: Leaf_It's Maps, and Scenarios
1 Attachment(s)
Sneak peak at something I've built.
|
Re: Leaf_It's Maps, and Scenarios
Incoming with a reworked Ice Rock Dungeon, and 2 new maps.
Ice Rock Dungeon 1.1 https://www.heroscapers.com/download...20v1.1_1BR.png https://www.heroscapers.com/communit...o=file&id=4669 I tried to make things smoother, and more balanced. A Couple Puddles 1.2 https://www.heroscapers.com/download...les1.2_t58.png https://www.heroscapers.com/communit...o=file&id=4667 I made this for the Uncharted Wellsprings mapping contest. There is a Wall Here https://www.heroscapers.com/download...20here_52P.png https://www.heroscapers.com/communit...o=file&id=4668 I wanted to make a map that didn't use a master set at all, but used all the small terrain expansions. I don't know if it's really worth playing, but it was kind of fun to make. |
Re: Leaf_It's Maps, and Scenarios
Hey [MENTION=46851]Leaf_It[/MENTION]!
I really like the look and feel of your maps. All of them are very pleasing aesthetically and I can tell you spent a lot of time deciding where line of sight blockers and pathing went. Here are my thoughts: Ice Rock Dungeon I think this map looks really neat and I love the abundant supply of line of sight blockers. The "Very Slippery Ice" rule is interesting, and I understand what you're going for, but I'm not sure if that completely makes sense either. Yes, slippery ice does cause you to go further than you intended, but often times you lack control to decide when you turn (thinking back to some old Pokemon games). So while this rule does propel you further, it allows you to do a lot of zigzagging, something that probably couldn't happen in real life. That's why I actually prefer the standard slippery ice rules. I've always interpreted it as "The ice is so slippery that you have to walk slower so you don't lose your balance." This is just a nitpicky thing since you brought up realism in ice rules. Functionally, I think it's actually a really neat terrain effect. A Couple Puddles I also like how you used line of sight blockers on this map. The trees help from shooting across the gap, and the ruin helps a bit as you approach on your right side. Regarding glyph choice, I wonder if you might want to choose something a little more powerful in the middle. As it currently stands, I'm not sure if Dagmar is powerful enough to draw attention away from the two hills. Maybe Wannok or Valda could be placed there instead. Valda in particular could be useful in helping melee teams scale the hills. There is a Wall Here I love the novelty factor of this map. You make use of these disparate terrain expansions without having the map look too cacophonous. I realize that you don't recommend it for competitive play, but I wanted to offer one suggestion nonetheless. With the layout of the map, it seems like most of the action will be concentrated by the glyph, and I can imagine it getting very cramped. I'd be curious to see what you could do with the map if you shortened the wall a bit to open the action up. But if you'd rather leave it as is, I get that too. :p |
Re: Leaf_It's Maps, and Scenarios
Quote:
Quote:
Quote:
Thank you for all the feedback @rednax I appreciate it. |
All times are GMT -4. The time now is 04:10 AM. |
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by
Advanced User Tagging (Lite) -
vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.