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Maps & Scenarios Battlegrounds and scenarios |
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#241
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Re: GameBear's Maps - New Map 05/25/10
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#243
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New map: Gravel Garden. 1 DD + 1 FA + 1 FF + 1 TJ
Glyphs: 2 Bracers of Teleportation (symbol side up), 2 random treasures (symbol side up) Over the last month or so my addiction to Heroscape has resurfaced (just when I thought I had it under control). I now have a few maps to post. There seems to be some demand for maps that incorporate treasure glyphs and traps. In this case, I chose the trap to create a teleportation theme along with the Bracers. In addition to experimenting with traps, I have also been playing with some new methods to stretch the available terrain. The method employed in this map probably falls into the gray area of rules interpretation. However, it does not explicitly break any rules, and when used judiciously should not cause any confusion or stability issues. |
#244
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Re: GameBear's Maps - New Map 12/23/10
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#245
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Re: GameBear's Maps - New Map 12/23/10
I, too, have been experimenting with support methods that are in the fuzzy area, specifically double stacking swamp water tiles under terrain.
I find it necessary when working with SOTM because it is so limiting. That and I like it when a map uses every piece of terrain in the set. This is in part due to my OCD but also because at Gen-Con every piece of terrain not used has to be stored during the Con. I would rather have it all on the table until we break it down. |
#246
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Using zero-height tiles for support adds a lot of flexibility. A few issues (actual height, current rules, VS support) have led me to stay away from this method, but the concept is appealing. |
#247
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Re: GameBear's Maps - New Map 12/23/10
I'm definitely looking forward to trying this map out. Looks really nice--thanks for the birthday gift, GB . This looks good.
(I agree about traps. I like mellow traps, in general.) New? Read this. | The INDEX 2.0 | Mmirg's Maps Magnify Your Scape: BoV | SoV | C3V (Playtest!) | C3G The Dice Tower Con w/ Scape! |
#248
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Re: GameBear's Maps - New Map 12/23/10
It looks pretty good, but it seems a little flat. I usually prefer my maps to have at least three levels, not including level zero.
~Rednax |
#249
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Re: GameBear's Maps - New Map 12/23/10
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A flat map like this does reduce the value of flying to some degree, but there's still a lot of opportunities for relative height advantage. |
#250
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Re: GameBear's Maps - New Map 12/23/10
Trespass looks gorgeous, just gorgeous. A feast for the eyes.
And just like the Zen versions, Gravel Garden would put me in a meditative state indeed — if it didn't simultaneously inflame my lust to spill the blood of my enemies all over it. |
#251
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Re: GameBear's Maps - New Map 12/23/10
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~Rednax |
#252
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Re: GameBear's Maps - New Map 12/23/10
I think I might try out Gravel Garden at our January tourney. I've been looking for a D&D + FotA map to use, and this looks like a good candidate. A question though (I can't download it right now at work) - Do you use the RttFF just for the trees, or are the road tiles needed as well? I'm guessing you need to use the road tiles also - I'd like to replace the trees with castle columns for my tourney since I'll be fresh out of RttFF, but I'm thinking taking that RttFF out is going to leave me short some road tiles....
I'm fresh out of VW, too, but I could probably mod Forgery a bit... though not having the lava would take away from the map, I think. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
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