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  #241  
Old May 25th, 2010, 05:00 PM
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Re: GameBear's Maps - New Map 05/25/10

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New map: Cloak and Dagger. 2 DD + 1 TT
Glyphs: Valda, 2 Heroic Runes (power side up), 4 Pit Traps

I have been wanting to use Pit Traps for awhile; DrLivingston provided the motivation to finally follow through on the idea. The central start zone spaces all rest on Pit Traps.
That's a great idea! The option to start a figure midmap, but be stuck there until a friendly unit reaches it offers some challenging stategic considerations.
I agree. Why do you always think of these new concepts before everyone else?
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  #242  
Old May 25th, 2010, 05:12 PM
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Re: GameBear's Maps - New Map 05/25/10

Like the new map alot!

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  #243  
Old December 23rd, 2010, 09:49 AM
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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.
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  #244  
Old December 23rd, 2010, 05:07 PM
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Re: GameBear's Maps - New Map 12/23/10

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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.
Very, very interesting. I haven't been a fan of the trap mechanics because I think that not getting the treasure is usually more than enough of a penalty. Here you've created a trap that, at times, isn't a penalty at all. Very interesting.

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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.
Bases as supporting terrain. That's a creative one, for sure. At any rate, it's good to see another D&D map that doesn't require RotV, SotM, a second D&D, or one of the rare terrain packs. If it takes tricks like this to pull that off, that's fine with me.
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  #245  
Old December 23rd, 2010, 07:00 PM
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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.

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  #246  
Old December 23rd, 2010, 11:31 PM
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Originally Posted by dok View Post
I haven't been a fan of the trap mechanics because I think that not getting the treasure is usually more than enough of a penalty.
I had been avoiding implementing traps for this reason. Severe traps seem to increase the luck element, particularly when each side has its own treasure. Centered treasures are less problematic, but harsh traps generally seem more appropriate for scenarios or casual play.

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I, too, have been experimenting with support methods that are in the fuzzy area, specifically double stacking swamp water tiles under terrain.
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.
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  #247  
Old December 24th, 2010, 12:38 PM
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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.)
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  #248  
Old December 24th, 2010, 11:13 PM
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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.

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  #249  
Old December 25th, 2010, 01:36 AM
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Re: GameBear's Maps - New Map 12/23/10

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Originally Posted by rednax View Post
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.
Using one D&D set without any other master sets doesn't leave you with very much terrain to work with, especially if you are making a longer map with significant startzone separation, like Gamebear does here.

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.
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  #250  
Old December 25th, 2010, 02:08 AM
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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.
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  #251  
Old December 25th, 2010, 10:44 AM
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Re: GameBear's Maps - New Map 12/23/10

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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.
Using one D&D set without any other master sets doesn't leave you with very much terrain to work with, especially if you are making a longer map with significant startzone separation, like Gamebear does here.

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.
Though he's using the D&D set, he's also using three other sets, which gives a lot of extra terrain. I guess just cones down to preference. I guess that long, short maps just aren't my kind of maps.

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  #252  
Old December 29th, 2010, 10:48 AM
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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.

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