Heroscapers

Heroscapers (https://www.heroscapers.com/community/index.php)
-   C3G2.0 Cartographers (https://www.heroscapers.com/community/forumdisplay.php?f=215)
-   -   Grundy's Grave (https://www.heroscapers.com/community/showthread.php?t=63585)

Ericth74 March 15th, 2024 08:07 AM

Grundy's Grave
 
GRUNDY'S GRAVE

A C3G Competitive Map
Size: 35 x 23 inches


http://heroscapers.com/c3g/2released...ndys_Grave.png

Download the PDF File/Pocket Mod

Required Terrain Sets
Spoiler Alert!


Required Terrain Count
Spoiler Alert!


SETUP:
This map uses 2 Trees of Death Destructible Objects, and 4 Large Evergreen Trees.

SPECIAL RULES:
All Trees are Large Destructible Objects and have the Nature and Tree keywords.
Trees of Death are also Destructible Objects.

Bio Blurb: In the thickly forested rural lands outside of Gotham City, a sprawling marsh is hidden in the mist. The green fog the swamp exhales adds an air of foreboding to the surroundings, chilling many a traveler to the bone and sending him on his way. Perhaps that’s a good thing though as, according to legend, this swamp is the not so final resting place of something terrifying indeed.

Resources and Rulings
• See this map's wiki page for strategies!

Credits
• Legacy design: Griffin
• Playtesters:
Updates
• N/A

Ericth74 March 15th, 2024 08:12 AM

Re: Grundy's Grave 2.0 - Design/Review
 
TTS Link

Reworked the start zones, lowered some of the height near the start zones. Also cut down the number of road sets down from 2 to 1 for easier use. Add 2 Trees of Death.

Assuming at least Sanity Testing, if not full testing.

Ericth74 March 15th, 2024 08:15 AM

Re: Grundy's Grave 2.0 - Design/Review
 
https://i.imgur.com/oXjmbXI.png

1.0 version

IAmBatman March 15th, 2024 09:08 AM

Re: Grundy's Grave 2.0 - Design/Review
 
So is the highest height 3 now and shared by swamp tiles near the start zone (near the Tree of Death) and concrete that's more in the middle?

In setup, are the Large Evergreen Trees DOs? I'm assuming that's the intent.

I dig the changes, the reduction of set requirements, and the overall smoothing out. :up: You already know I'm a fan of Trees of Death on this map thematically as well! :-)

Arch-vile March 15th, 2024 09:25 AM

Re: Grundy's Grave 2.0 - Design/Review
 
Nice, cool to see this one with some changes. Love the trees of death.

The height 3 near each start zone seems like an ideal camping spot - tricky for melee to advance on that. Though the fact that two of those spaces are adjacent to the tree of death is a slight deterrent to camping there.

My worry is that there’s no incentive to go the middle of the map. Once you reach the urban terrain part, you ideally want to camp on either that 4 hex asphalt or 2 hex concrete - advancing puts you on low ground with no cover. I wonder if a useful resource in the middle of the asphalt could help draw conflict there? Just thinking out loud, it may not even be an issue in testing.

IAmBatman March 15th, 2024 09:34 AM

Re: Grundy's Grave 2.0 - Design/Review
 
Hmm, small tweaks that might be worth looking into:

1. Instead of using a three hex swamp piece next to each Tree of Death, is it possible to swap in two hex pieces so that you only get the height if you're next to the Tree of Death?

2. Would it be possible to move those single Large Evergreen Trees that are by themselves on each side of the map to those single concrete spaces in the middle of the road? Basically make it more of a "wooded" road and give some middle of the map cover for figures to sneak around through? (And also a ranged attack option for a SS figure there)?

Ericth74 March 15th, 2024 04:32 PM

Re: Grundy's Grave 2.0 - Design/Review
 
Open to any or all of those changes. I'll pop back on TTS and mess around and see what I can come up with.

Karat March 17th, 2024 11:21 AM

Re: Grundy's Grave 2.0 - Design/Review
 
Those 2 single concrete spaces in the center stick out like a sore thumb. I wonder if there isn't a better spot for those or like maybe they signify where a resource/hazard is placed? Although Bats' suggestion there works also.

Shiftrex March 17th, 2024 12:57 PM

Re: Grundy's Grave 2.0 - Design/Review
 
This map already looks a lot more interesting than the original. Pretty banger set up right here.

I agree with karat that the concrete spaces look like something should go on them. This is the kind of map where I wish we had some like... gravestones that were ready to go so you could set out a few in the middle. Would help with cover / throwing stuff.

Ericth74 March 17th, 2024 01:01 PM

Re: Grundy's Grave 2.0 - Design/Review
 
I had a few edits since the above picture. I drop some others in later

Ericth74 March 17th, 2024 05:09 PM

Re: Grundy's Grave 2.0 - Design/Review
 
New pictures after updating.

Add more height spaces to the center of the map. Kind of like a tomb for Grundy?

Removed the Great Evergreen Tree(Japes recommendation I agree with) to balance the map out.

Moved trees to the center(Bats idea) to cover the concrete in the middle of the map.

https://i.imgur.com/H6psl4r.png
https://i.imgur.com/DgNVHZE.png
https://i.imgur.com/h9SewiC.png

Ericth74 March 17th, 2024 05:10 PM

Re: Grundy's Grave 2.0 - Design/Review
 
Updated the TTS link to that version of the map. Feel free to pull it up and play around with it.


All times are GMT -4. The time now is 06:40 PM.

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.