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Maps & Scenarios Battlegrounds and scenarios |
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#229
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Re: Mad_wookiee's Maps - Vorago added 7/29/2010
My solution to this problem (assuming you think it's a problem) on Kitty Corner and Arctic Circle has been to make the negative space basically round, so that any weird LoS versus range effects it causes seem less weird. Kitty Corner is a mess and is in need of a redesign, but Arctic Circle gives an interesting twist on the three-way battle, I think. I do very much like the idea of using negative space to create multiple fronts in a battle.
And I know I'm late to the party on this one, but Vorago looks excellent. I really appreciate how you're working BftU into a variety of terrain combos - this is the sort of thing that is very valuable to tournament directors. |
#230
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Re: Mad_wookiee's Maps - Vorago added 7/29/2010
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Man, do we ever need some terrain reprints. |
#231
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Blindgate
Fair warning - I don't know if this one's finished yet, but I think the only thing I'm not satisfied with right now are the glyphs, which still might change. I'd appreciate any feedback on this if you try it as it's something of an experiment for me.
Blindgate Requires 1 SotM, 1 BftU, & 1 TJ. Last edited by mad_wookiee; September 25th, 2010 at 12:50 AM. |
#232
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
I have confidence that you've tested this quite a bit so I'm curious if the spaces of height next to jungle brush, or the shadow tile next to a jungle brush wasn't too much of an advantage for Raelin to perch on...
I actually really like the way this looks. If I could ever get Virtualscape up and running, I would make one called Wind Blown Canyon (or something like that), and design one similar with the implication being that the extreme winds coming from the canyon (negative space) is what prevents you from shooting across. I would put a wind glyph on it, as well as a wound glyph, and maybe a plus one unique attack. Keep up the good work you crazy Wookie! Oh, and Blindgate is so much better than force field, or portal or something like that. Great job. I'm going to nominate it for MegaSilver's tourny, if there's still room for some maps. |
#233
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
Low ground shadow next to jungle is not that bad. It's not much more less effective than just having height advantage.
Last edited by dok; September 21st, 2010 at 08:46 AM. |
#234
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
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I.e. I'm wondering if he's tested Raelin in that spot, because it looks like a great staging point for her. It doesn't even mean anything needs to be changed, just wondering about her specific effectiveness there. |
#235
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
That's an interesting point, but insofar as it matters, it's actually one of the anti-ranged elements of the map. Melee doesn't really care that Raelin is somewhat obscured there.
To be frank, though, the map looks pretty nasty for melee, despite the presence of the jungle tiles. The double move glyphs are obviously intended to mitigate this, but the sight lines are really pretty good on both sides of the void. The startzone separation is so large that there's plenty of time for a ranged army to simply move en masse to one side, take some high ground, and let a primarily melee force come to them. Also, the two move glyphs are, by my count, 12 walking hexes away from each startzone. So if there was, say, a common squad with a move of six that was known for being hard to get off glyphs, they would have a pretty big advantage against armies without such swift glyph-grabbers... I have a huge amount of respect for mad_wookiee as a mapmaker and I love most of his maps, but I'm not really excited about this one. I should give him the benefit of the doubt unless/until I give it a test-drive, though. |
#236
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
dok - you're getting at some of the things that I'm not satisfied with about the map. I think the move glyphs need to be relocated but I'm not decided on a better location. It is currently too tough for melee - fully agree on that. I'm not worried about the Raelin perch as it's easy for ranged squads to get height on her from the plateau and, as you mention, it's actually a benefit for melee armies that use her to surmount the initial plateau.
I have two ideas for alternate glyph placement that I think might work better. I'm going to try to test them this week. As I mentioned earlier, this one is much more experimental than anything I've done before and the jury is still out on whether or not it succeeds - but I wanted to try something that broke the mold a bit, and I think I've at least succeeded at that. |
#237
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
You know, sometimes I think that I overthink these things. New version of Blindgate has been uploaded with what I think is a better glyph configuration all around. The images haven't been updated yet - I'll do that later tonight - but the build instructions show the new location. The Valdas have been moved to a spot that I really should have thought of sooner and Wannoks are back in where the Valdas were in the previous iteration. Now I think this is a lot more fair for melee while maintaining the tension that I wanted forcing decisions about where to move your troops. I think melee benefits a lot more from Valda than range and this configuration allows five-move squads to hit the plateau on the first turn.
I'm absolutely interested in feedback on this. It remains a fun experiment and the jury is still out. |
#238
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
Interesting stuff, mad_wookie. I think you're getting somewhere with this.
The other idea I had was to take a page out of Gamebear's "Ratcatcher", and put the elevation gains in spots that force a figure with 6 move at the front of the startzone to eat some movement, so that even figures with 6 move can't reach the glyphs in two OMs. But the Valda glyphs make it so just about everything can reach the glyphs in two moves, which is sort of the same thing. |
#239
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
I know it's a pain in the ass, but it'd be nice if you updated all the visuals (in this thread, on the download page, and in the pdf) to reflect the glyph changes. I've had to do it with a couple of my maps as I've tweaked them.
- Heroscape is a standing game. - |
#240
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Re: Mad_wookiee's Maps - Blindgate added 9/20/2010
Absolutely. I can't do it on my netbook as the graphics card is sucktacular, but I wanted to get the updates in place asap. I'm going to do it either later tonight or over the weekend.
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