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-   -   cmgames Map Thread (https://www.heroscapers.com/community/showthread.php?t=34135)

cmgames December 27th, 2010 02:05 PM

cmgames Map Thread
 
I thought I would go ahead and jump on the 'collect all your maps in one thread' bandwagon.

~Z


The Best Of:

Banteay

http://www.heroscapers.com/community...anteay_cQ2.jpg
Requires: 1 BftU + 1 TJ


Disobedience

http://www.heroscapers.com/community...dience_pl3.jpg
Can be played as KtA or CtF
Requires: 1 BftU + 1 VW


Riven II

http://www.heroscapers.com/downloads//riven_ii_M2l.jpg

This is still one of my favorite maps. Modified from the original to fix some major problems.
Requires: 2x BftU +glyphs


High Water Mark

http://www.heroscapers.com/community...r_mark_28G.jpg
I designed this to give the Microcorp Agents a little love.
Requires: 1 SotM, 1 BftU, 1 TJ, + 1 additional hex


Le Dormir du Val

http://www.heroscapers.com/downloads..._fDn_thumb.jpg
This was my first 'designed' map. It became the root of the 8-player 'The Flooded Plains' map.
Requires: 1 RotV, 1 RttFF


Pinwheel Island

http://www.heroscapers.com/downloads..._WZU_thumb.jpg
I mostly play HS in a group of three. This is my first 'designed' three-player map.
Requires (as depicted): 2 RotV, 1 VW, 1 TJ, 5 additional 7-hex sand, 115 additional water tiles or 2 lexan water mats
Requires (with substitutions): 1 RotV, 1 VW, 1 TJ, 144 additional water tiles or 2 lexan water mats


Flogging for Two

http://www.heroscapers.com/downloads..._WLY_thumb.jpg
This is a modification of Piherculis's three-player 'Fulcrum Flogging' map. Modded to be a two-player map.
Requires: 1 RotV, 2 RttFF, 4 single tiles


Raw & Untried:

Spoiler Alert!



Slightly Playtested - OK so far:
Spoiler Alert!



From the 1 x BftU Challenges:



Other not-so-good maps:
Spoiler Alert!



Maps for KublaCon (8-player):
Spoiler Alert!



Half-Maps & MOPs:
Spoiler Alert!



Amusements &c.:
Spoiler Alert!

Arcus December 27th, 2010 02:45 PM

Re: cmgames Map Thread
 
Your maps look very interesting, but it would be nice it the images opened up into something larger so a person could get a better look at them.

cmgames December 27th, 2010 03:14 PM

Re: cmgames Map Thread
 
Quote:

Originally Posted by Arcus (Post 1302366)
Your maps look very interesting, but it would be nice it the images opened up into something larger so a person could get a better look at them.

Give me a moment. I'm still working on getting them all up. I'll be tweaking and fiddling the layout all week probably.

~Z

Arcus December 27th, 2010 04:20 PM

Re: cmgames Map Thread
 
Quote:

Originally Posted by cmgames (Post 1302391)
Quote:

Originally Posted by Arcus (Post 1302366)
Your maps look very interesting, but it would be nice it the images opened up into something larger so a person could get a better look at them.

Give me a moment. I'm still working on getting them all up. I'll be tweaking and fiddling the layout all week probably.

~Z

Sorry, I wasn't trying to rush you or anything on your thread. I am constantly fiddling with my own map thread. Come to think of it, how do you add the "Spoiler Alert" tag and button?

cmgames December 27th, 2010 05:48 PM

Re: cmgames Map Thread
 
Quote:

Originally Posted by Arcus (Post 1302430)
Quote:

Originally Posted by cmgames (Post 1302391)
Quote:

Originally Posted by Arcus (Post 1302366)
Your maps look very interesting, but it would be nice it the images opened up into something larger so a person could get a better look at them.

Give me a moment. I'm still working on getting them all up. I'll be tweaking and fiddling the layout all week probably.

~Z

Sorry, I wasn't trying to rush you or anything on your thread. I am constantly fiddling with my own map thread. Come to think of it, how do you add the "Spoiler Alert" tag and button?

Enclose what you want hidden inside a spoiler tag:
(open square bracket)spoiler(close square bracket)
Stuff you want hidden.
(open square bracket)/spoiler(close square bracket)

~Z

Arcus December 27th, 2010 11:49 PM

Re: cmgames Map Thread
 
Quote:

Originally Posted by cmgames (Post 1302481)
Quote:

Originally Posted by Arcus (Post 1302430)
Quote:

Originally Posted by cmgames (Post 1302391)
Quote:

Originally Posted by Arcus (Post 1302366)
Your maps look very interesting, but it would be nice it the images opened up into something larger so a person could get a better look at them.

Give me a moment. I'm still working on getting them all up. I'll be tweaking and fiddling the layout all week probably.

~Z

Sorry, I wasn't trying to rush you or anything on your thread. I am constantly fiddling with my own map thread. Come to think of it, how do you add the "Spoiler Alert" tag and button?

Enclose what you want hidden inside a spoiler tag:
(open square bracket)spoiler(close square bracket)
Stuff you want hidden.
(open square bracket)/spoiler(close square bracket)

~Z

Thank you!

Shockma Ranyk December 28th, 2010 12:08 PM

Re: cmgames Map Thread
 
How many road sets does Flogging for Two require? I own two, but I can't tell if it's two or three...

cmgames December 28th, 2010 12:26 PM

Re: cmgames Map Thread
 
Quote:

Originally Posted by Shockma Ranyk (Post 1302740)
How many road sets does Flogging for Two require? I own two, but I can't tell if it's two or three...

Two. It is in the build instructions, but maybe I'll put the reqs on the OP too.

~Z

Typhon2222 December 28th, 2010 02:33 PM

Re: cmgames Map Thread
 
Yay, cmgames has a map thread. About time! :cheer:

I cannot wait to play on Riven. Great way to squeeze everything possible out of a mere 2 BftU's! Innovative design, with the long central shadow rift. And I love the use of the sand for starting zones and only for starting zones, so they're visually distinct. (My Yea Though I Walk uses the same trick.)

It's clear that ranged parked on the heights will enjoy huge firing arcs. But if so, you can stick to the shadowy defenses of the central rift, and sneak up on them from behind! Looks like great fun.

Arcus December 28th, 2010 05:38 PM

Re: cmgames Map Thread
 
I like the simplicity of Riven. Are the shadow tiles down the middle playable or are they considered negative space? If they are not playable, can figs still fly over them?

cmgames December 28th, 2010 05:51 PM

Re: cmgames Map Thread
 
Quote:

Originally Posted by Arcus (Post 1302902)
I like the simplicity of Riven. Are the shadow tiles down the middle playable or are they considered negative space? If they are not playable, can figs still fly over them?

Well, they are terrain tiles, so there should be no reason that they would not be "playable". It's a deeply shadowed crack riven through the surrounding crags. Because it is only one tile wide, the first player to get a fig down that alley can hold the ground pretty well. Get your fig just past the middle and you then have access to the treasure glyphs from below (for your other figs) while the guard is partly hidden by a corner of the canyon.

One drawback is that double-space figs cannot get the treasure glyphs. This has led to some fancy footwork where one hero goes and grabs the glyph and brings it out to where a double-spacer can get to it, then drops it for the big hero to pick up later. Very OM wasteful.

~Z

Typhon2222 May 8th, 2011 01:15 PM

Re: cmgames Map Thread
 
I'm glad you decided to use Riven at your upcoming KublaCon event, cmg. I'm sure it'll get great feedback.


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