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-   -   Killometer's maps ~ Vallum (single RotV) updated 3/1/15 (https://www.heroscapers.com/community/showthread.php?t=28754)

Killometer February 3rd, 2010 12:40 AM

Killometer's maps ~ Vallum (single RotV) updated 3/1/15
 
Quote:

Vallum added 2/2/15
requires 1 RotV
supports 1 random power glyph and 1 random treasure glyph
Slippery Devil! trap included in build instructions

http://i844.photobucket.com/albums/a...ps8jrhtajj.jpg
Quote:

Highways and Dieways: Angkor edition added 1/25/15
a variant of UranusPChicago's BoV classic Highways and Dieways
requires 1 RotV, 2 FotA, 2 TJ
supports 2 random power glyphs

http://i844.photobucket.com/albums/a...psdf67f4a0.jpg
Quote:

Pahoehoe added 1/13/15
requires 1 RotV, 1 VW, 2 TJ
supports 3 random power glyphs

http://i844.photobucket.com/albums/a...pseedeb334.jpg

Pahoehoe alt. Jungle
Spoiler Alert!

Quote:

Winding Wood added 1/13/15
requires 1 RotV, 3 RttFF
supports 3 random power glyphs

http://i844.photobucket.com/albums/a...pscc82bc89.jpg
Quote:

Isthmus added 5/30/12
requires 1 RotV, 1 TJ
supports 1 fixed power glyph, 2 random treasure glyphs
Flood Tide trap included in build directions

http://i844.photobucket.com/albums/a...g?t=1340147884
Quote:

Timber Ridge added 5/24/12
requires 1 RotV, 2 RttFF (trees only)
supports 1 random power glyph, 2 random treasure glyphs
Covetous trap included in build directions

http://i844.photobucket.com/albums/a...g?t=1337874911
Quote:

Peat Fire added 5/2/12
requires 1 SotM, 1 VW
supports 2 random power glyphs and 2 random treasure glyphs
Swamp Gas trap included in build directions
designed for R˙chean's GenCon '12 map contest

http://i844.photobucket.com/albums/a...g?t=1335999811
Quote:

Viper Nest added 4/24/12
requires 1 RotV, 1 TJ
supports 2 random power glyphs and 2 random treasure glyphs
Festering Poison trap included in build directions
designed for R˙chean's GenCon '12 map contest

http://i844.photobucket.com/albums/a...g?t=1335301076
Quote:

Sludgeways and Drudgeways added 4/17/12
requires 1 SotM, 2 RttFF
supports 2 random power glyphs
variant of R˙chean's SotM adaptation of UranusPChicago's BoV classic Highways and Dieways

http://i844.photobucket.com/albums/a...g?t=1340238716

Valley War II, Modesto, CA, 7/21/12
Quote:

Firing Lanes loaded 4/11/12
requires 1 RotV, 1 VW
supports 2 random power glyphs

http://i844.photobucket.com/albums/a...g?t=1334166211
Quote:

Dry Season loaded 3/28/12
requires 1 RotV
supports 2 random power glyphs

http://i844.photobucket.com/albums/a...DrySeason2.jpg

Valley War II, Modesto, CA, 7/21/12
Quote:

Bandit Pass tournament edition updated 2/9/12
requires 1 BftU, 1RttFF
supports 3 fixed treasure glyps

http://i844.photobucket.com/albums/a...g?t=1328811979

All Dungeon All the Time, Castro Valley, CA, 4/14/12 (alternate glyph usage)

Bandit Pass scenario edition updated 2/9/12
requires 1 BftU, 1 RttFF
scenario rules included in download

http://i844.photobucket.com/albums/a...g?t=1328812051
Quote:

Karst updated 3/17/12
requires 1 BftU
supports 1 random power glyph

http://i844.photobucket.com/albums/a...g?t=1332041397
Quote:

Subterranean Oasis loaded 1/16/12
requires 1 BftU
supports 1 fixed glyph
designed for Typhon2222's 1x BftU Challenge

http://i844.photobucket.com/albums/a...g?t=1326779196
Quote:

Barren Marsh updated 4/18/12
requires 1 SotM, 1 BftU, 1 FotA
supports 2 random power glyphs and 2 random treasure glyphs
Salt Spray trap included in build instructions

http://i844.photobucket.com/albums/a...g?t=1334775884

Michigan Fanscape Spring Skirmish, Fenton, MI, 3/10/12
Quote:

Return to Cinder added 9/21/11
requires 1 BftU, 1 RttFF, 1 VW, supports 2 random power glyphs and 1 random treasure glyph
Return to Sender trap included in build instructions

http://i844.photobucket.com/albums/a...g?t=1316647639

Start Zone views:
Quote:

Fault Zone updated 4/22/11
requires 1 RotV, 1 VW, 2 RttFF, supports 2 random power glyphs

http://i844.photobucket.com/albums/a...g?t=1335154499
Quote:

Marshan Canals added 6/20/11
requires 1 SotM, 1 RttFF, 2 TJ, supports 2 random power glyphs
http://i844.photobucket.com/albums/a...g?t=1308633531

top view:
Valley War I, Modesto, CA, 8/20/11
Quote:

My Way or the Hiveway added 6/9/11
requires 1 SotM, 1 BftU, 1 RttFF, supports 2 fixed power glyphs and 2 fixed treasure glyphs

http://i844.photobucket.com/albums/a...g?t=1307672132
Quote:

Dance Steppes added 5/3/11
requires 1 RotV, 1 FotA, supports 2 random treasure glyphs
designed for R˙chean's GenCon '11 map contest

http://i844.photobucket.com/albums/a...g?t=1304452874

Quote:

Relic scenario edition added 3/27/11
requires 2 BftU, 1 FotA, 8 fixed power glyphs and 2 semi-random power glyphs
Special rules included in the build instructions

http://i844.photobucket.com/albums/a...g?t=1301270711


Relic tournament edition added 3/27/11
requires 2 BftU, 1 FotA, supports 2 random power glyphs and 2 random treasure glyphs
Burrowing Arrow trap included in the build instructions

http://i844.photobucket.com/albums/a...g?t=1301270773
Quote:

Stony Pass v2.0 added 9/7/11
requires 2 BftU, 2 RttFF

http://i844.photobucket.com/albums/a...g?t=1315429372
Florida Frenzy 5.0 NHSD '11, Gainesville, FL, 10/22/11

older version:
Spoiler Alert!

Quote:

Verdant Valley updated 9/22/10
requires 1 RotV, 2 TJ, supports 2 random power glyphs and 2 random treasure glyphs
Punjee Stake trap included in the build instructions
http://i844.photobucket.com/albums/a...g?t=1285224783
Quote:

Othkurik's Lair added 6/10/10
requires 1 SotM, 1 BftU, 1 TJ, 2 treasure glyphs
Clinging Acid trap included in the build instructions
http://i844.photobucket.com/albums/a...g?t=1276232990
Quote:

Assault on Tyre updated 5/25/10
requires 1 RotV, 1 BftU, 1 RttFF, 3 fixed glyphs
Special rules included in the build instructions

http://i844.photobucket.com/albums/a...g?t=1274223004

Quote:

Rising Pressure v5.1 loaded 8/30/11
requires 1 RotV, 1 RttFF, 1 VW, 4 fixed power glyphs

http://i844.photobucket.com/albums/a...g?t=1314731443

Wasatch Warfare, NHSD '11, Wasatch, UT, 10/15/11

older versions:
Quote:

Perilous Paradise updated 6/19/10
requires 1 RotV, 1 VW, 1 TJ, supports 2 random power glyphs

http://i844.photobucket.com/albums/a...g?t=1340140616
...

tannergx February 3rd, 2010 02:38 AM

Re: Killometer's maps ~ new map 2/2/10
 
Nice clean looking build. I like the choices you made with the trees and water tile to balance out the ruins. And the way the map is visually split in thirds is really interesting.

Looking forward to seeing how the varying height in the middle-third plays out.

Killometer February 3rd, 2010 03:07 AM

Re: Killometer's maps ~ new map 2/2/10
 
Quote:

Originally Posted by tannergx (Post 1003621)
Nice clean looking build. I like the choices you made with the trees and water tile to balance out the ruins. And the way the map is visually split in thirds is really interesting.

Looking forward to seeing how the varying height in the middle-third plays out.

Thanks tannergx. :mrgreen: I just about went bonkers trying to balance the differing lengths of the ruins, but eventually I ended up with a combination that I really like.

I originally had a couple water tiles in the central basin, but they severely bogged down melee units, so I took them out and the resulting play was much better.

I also worked hard to open up the bottlenecks on each end of the ruins-originally the tree side was only 3 hexes wide and ruin side was only 2 hexes wide, but I upped those to 4 hexes and 3 hexes, respectively, and increased the area on the same level.

rym February 3rd, 2010 10:05 PM

Re: Killometer's maps ~ new map 2/2/10
 
Really nice and quite simple. Sometimes those type maps are the best. I like it and hope to see more of your maps in the future.

Now, stop reading this and get to work on that "ambitious" one. :p

Killometer February 3rd, 2010 10:19 PM

Re: Killometer's maps ~ new map 2/2/10
 
Quote:

Originally Posted by rym (Post 1004392)
Really nice and quite simple. Sometimes those type maps are the best. I like it and hope to see more of your maps in the future.

Thanks, rym. Simple seemed the best way to start. It made it easier to refine before I shared it, but it still took me a month to work the kinks out.

Quote:

Now, stop reading this and get to work on that "ambitious" one. :p
:lol: How did you know? Hopefully I'm getting another game or two in on it tomorrow.

Killometer February 23rd, 2010 11:20 AM

Re: Killometer's maps ~ new map 2/23/10
 
I've added a new map, Perilous Paradise, to the op. I was hoping to get a few more people to try it out before I posted it, but unfortunately I couldn't make it to last Saturday's BAG Day. I still feel pretty confident that it's balanced, in spite of its moderate asymetry. It uses 1 RotV, 1 VW and 1 RttFF, with slight asymetry along the y-axis (perpendicular to the start zones) and strong asymetry along the x-axis (parallel to the start zones). The maps offers the choice of height, at the risk of taking lava damage, or jungle defensive bonuses, sacrificing height. A single random glyph can be placed on a lava field tile near the center of the map.

http://i844.photobucket.com/albums/a...g?t=1266940774

Killometer March 2nd, 2010 02:53 PM

Re: Killometer's maps ~ new map 2/23/10
 
I've been working on an asymetric map for the last couple weeks to post in the TWAMP thread. I was hoping to get some more players on it during a BAG Day before I submitted it, but my work schedule changed and I won't be able to make it to any more for the foreseeable future, so I offer it with the warning that it hasn't seen many different players.

Rising Pressure

http://i844.photobucket.com/albums/a...g?t=1267558153

Requires 1 RotV, 1 VW, 1 RttFF. High y-axis asymetry, low x-axis asymetry.

The red team starts on level 3 with adjacency to levels 4 and 5. The blue team starts on level 1, with 6 of their start spaces on road tiles, and rapid access to the map's only glyph. My goal with this map was to give both teams the opportunity to reach the highest parts of the map in almost equal time in spite of the differences in distance.

The blue team has open exits from their start zone, with two primary paths along the roads, and several secondary paths between the ruins and the trees. The red team has the option to take the highest part of the map on its initial turn, but has to weigh that choice with the risk of lava field damage at the end of the round. Alternatively they can move to or through the level 4 7-hex area safely, but risk giving up a height advantage.

The map's single glyph is effectively only available to the blue team and is placed their to help them survive assaulting an army with a height bonus boosting their attack and defense. I have been playing it as Defense +2, and so far it has been working well, but I've been considering trying out a downgrade to Defense +1. I've also considered adding a weaker glyph (like Initiative +8 ) to the red side of the ruins to draw some action down from the ridge, but haven't played the map with that change yet.

Earlier versions of the map used molten lava tiles, but movement was dictated enough by the roads and LoS blockes that they detracted from the flow of the map and overly strenghtened range, so they were removed.

The heavy use of LoS blockers across the center of the map allows for army to stage units within striking distance of the other army without being vulnerable to ranged attacks.

Killometer March 8th, 2010 02:16 PM

Re: Killometer's maps ~ undated map 3/8/10
 
**copied from the TWAMP thread**

Over the last week I've been working on addressing some of the concerns dok brought up about Rising Pressure, and I finally feel ready to share Rising Pressure v4

http://i844.photobucket.com/albums/a...g?t=1268074221

My first focus was to try to break-up some of the choke points. dok suggested using Lava Field tile to prevent camping at those spots, but, because the 2 main choke points both had Road tiles, I wasn't able to effectively use that trick. Instead I reorganized all of the LoS blockers to open up the center of the map, and redid the South Road (south as it appears in the build instructions) to make it more of a straight-shot from one side of the map to the other. This resulted in additional paths past the central LoS blockers, and made the South road a faster, but more vulnerable route than the North Road. I also connected the Roads in Blue's Start Zone, which allows the Blue team more choice about which Road to send units up, and allows the Red team better access to both corners of Blue's Start Zone when descending the Roads.

Second I re-examined my choice of Glyphs. I ended up dropping the Defense Glyph (both the idea of +2 and +1) and added two Intercept Orders Glyphs, and a third, permanent Glyph.

The Glyphs of Oreld are placed at opposite sides of the downhill end of the map, one behind each tree. I decided to use two because of the fail chance, and because I think it adds an additional strategic element to their use-do you rush out and grab them both right away, hoping to break your opponent's army before it even gets rolling, or do you wait and keep one (or both) in reserve to shut them down when they start to get a head of steam?

The third Glyph is located near where I originally placed the Defense Glyph, but without the tree that used to stand in front of it. I have been playing using a Wound Glyph, but I think that the Initiative +8 Glyph might work as well. Both those Glyphs become most valuable during the 3rd turn, so the focus on them will wax and wane as a round's strategies change.

Killometer April 2nd, 2010 10:49 PM

Re: Killometer's maps ~ updated map 4/2/10
 
Yesterday I played two games on Perilous Paradise against FishTako, and in the second one the glyph came up +1 Defense (Brandar in the first game-I guess I should have cleaned up the glyph pool a little better :oops:) and for the rest of the match all the action got bogged down around the one glyph. I originally had a second glyph on the edge of the map in the jungle, but I was afraid that it was too protected. Having gotten a little more action on the map, I now feel like a second glyph would spread play out a little better, so I uploaded a new (well, old, actually) version of the map with the additional glyph site.


I've also used this edit as an excuse to clean up my OP, so now it's a little easier to glance through.

clancampbell April 19th, 2010 10:07 PM

Re: Killometer's maps ~ updated map 4/2/10
 
I've put together Round the Outside for some playtesting for the upcoming event in Philadelphia.

I've played 4 games on it. I really like the map. It has good line of sight blockers, and good speed with the roads running around.

Killometer April 21st, 2010 09:29 PM

Re: Killometer's maps ~ updated map 4/2/10
 
Quote:

Originally Posted by clancampbell (Post 1068738)
I've put together Round the Outside for some playtesting for the upcoming event in Philadelphia.

I've played 4 games on it. I really like the map. It has good line of sight blockers, and good speed with the roads running around.

That's great to hear. :thumbsup:

Have you had any problems with units getting jammed up at the narrow parts of the map (where the road passes the ruins)? That was one of my biggest concerns, so I did what I could to widen the map there, and I'm interested to hear if it was wide enough for your games.

Killometer April 25th, 2010 12:21 PM

Re: Killometer's maps ~ updated map 4/2/10
 
Gloomy Crevasse half map
http://www.heroscapers.com/community...omcrevasse.jpg

This map was designed for the Embrace the Suck tournament in San Jose on 4/24/10. It requires 1 BftU. I designed it to give the team starting on this side the options of either rapid, protected access to the other half of the map (through the Shadow and LoS defended) corridor through the center of the map, or easily accessible, but slightly more vulnerable, positions of height.


I also added the vanity of :star:ing and adding links to tourneys where my maps have been used in the OP.


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