Quote:
Originally Posted by Flash_19
Quote:
Originally Posted by Sir Heroscape
Quote:
Originally Posted by Flash_19
@ Sir Heroscape
and
@ BiggaBullfrog
:
I've been tinkering with some changes to Ruins of Rennoc that I wanted to run past you.
(again - thanks for taking the time to repond to these requests for feedback)
Spoiler Alert!
Build Instructions
.hsc File
To give you a basic overview of what I've done:
- I added two pillars to the middle of the map replacing some molten lava tiles. I did this because after physically building the map, it felt just a little too open in the middle, so I wanted to give a little more cover without making the middle feel too congested. Because of adding the pillars, it makes a narrow spot between walls, that I'm personally not worried about, but I'm curious if you are. I feel like there is enough mobility around that narrow spot.
- Because of the added pillars, I adjusted some of the existing pillars slightly.
- I redesigned the part of the map that is just outside the start zone on the right side.
- I also filled in all the gaps in the ridge next to the start zone because I thought the gaps looked funny. Hopefully that's not a problem...
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Would you mind pointing out the changes? I’m not sure I can see a difference...all I know is I liked your original a lot. Also include why you made the changes were made (cause I’d like to know if they were completely necessary.)
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The changes were at the bottom of the spoiler. Unless you wanted a little more detail on why I made them. A couple were definitely aesthetic - I just thought they looked better. But the two most important ones had to do with providing a little more cover in the middle of the map (which you had hinted might be a slight concern, and I agreed after physically building the map) and improving the flow of the right side out of the start zone by getting rid of that kind of awkward single hex that seemed to hinder movement, and lifting part of the road up a level to help it be a little more useful with getting to higher ground.
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Wow haha...not sure how I missed your points at the bottom of the spoiler lol oops. That's perfect. Thanks for pointing those out.
EDIT: I like the changes. Agreed that single-hex choke point is prime real estate for camping a rat or two while shooting over the top (or another other screen/range army)...but you might be right about it not being too concerning. You might run a game or two on it as is, specifically trying to utilize that choke point in a range vs melee battle and see if it seems too advantageous for range campers. You'll be able to tell pretty quick if melee struggles to route the opponent and contest the position.