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Maps & Scenarios Battlegrounds and scenarios |
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#231
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Re: Wargrounds of Scape (WoS) - discussion thread
I need more time on several of the ARV maps, but I will give the NO votes that I can.
Savage Corridor - This is a solid map. The jungle is well used and I really appreciate the restraint on height changes. But at the same time the road and startzone end up being elevated over a bunch of swamp water, which I don't love. The road is mostly in service of a rush up the middle, while the better strategy on this map is usually going to be working up a side. The two hills problem will be rarer on this map than some as they're close enough to interact, but it's a potential issue. I'm also not totally sure I buy the value in all the battlement placements. It's a solid map and one I'd use, but I don't think it's the best you can do with this concept. Everglades and Evergreens - The two unconnected road segments deny much-needed lateral movement options. The railings serve to really isolate the Wannok side of the map in a way I don't like. The placement of the small trees don't really accomplish that much when they are isolated as they are. The random level 3 bump in the middle of the road at a different level than all surrounding terrain really looks like it was just a matter of having a 7-hexer below it and not wanting to re-work things. Overall this one doesn't appeal to me. Ticallan Tower - Again, I appreciate the restraint in height changes. The central flower pot is a weird aesthetic choice but it does work fine here. It's a solid layout overall, plenty of opportunity for dynamic play. But I really dislike that the highest spots on the map often get jungle cover. I can actually be on road, with jungle cover, on the highest point on the map. Force me to make a choice; don’t give one spot all the good things. Valledon Fortress - There's a lot I like about this map. Making all the gaps between castle walls two spaces wide is a wise choice that keeps things from getting too clogged. The road pathing is good, too, but the road path into the key central area can be blocked fairly easily, and the lack of connection between the road sections on the valda side of the map makes it significantlk harder to outflank. In general the level 3 road plateau just seems a little too good. Also, the startzones are going to be pretty tough to figure out in live play. |
#232
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Re: Wargrounds of Scape (WoS) - discussion thread
I have some reviews inbound, but I'll chime in here to provide another NO vote and clear up some of the maps on the log.
I'll vote NO on Ticallan Tower. Dok pointed out several things I agree with. Additionally, it stands out to me that the map is effectively 6 hexes wide at the middle. In my opinion, that's simply too narrow. It becomes very easy to clog up with both melee and range screens removing decisions from the players as things bog down. I'll have a few more in depth reviews soon and I'll also dust off some of my reviews from the old BoV maps and see how they hold up today. Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
#233
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Re: Wargrounds of Scape (WoS) - discussion thread
Oh yeah, we never announced it but Dignan has jumped on the judging panel!
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#234
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Re: Wargrounds of Scape (WoS) - discussion thread
Very fitting! Glad to see it.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#235
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Re: Wargrounds of Scape (WoS) - discussion thread
I'll toss in some reviews that won't rock anybody's world but here they are anyway:
Highways and Dieways The granddaddy of great tournament maps. Sometimes I wish the center playing area had more than just level 2 and level 3 but both are quite well-used, as anybody who's played on H&D can attest. It's a little tricky for online play because of placement and LoS calls but it deserves a spot among the best. Ticalla Sunrise Also a classic, and a map that intrigues me every time I look at it and play on it. The pseudo-symmetry is really cool and the whole map sees play. Best of all, since I'm not a GenCon regular, I haven't had time to get tired of it just yet. Fulcrum Good map. I've found that as the quality of play increases, the map utilization increases as well. Rushing up the middle is obvious but good players can also exploit the water-dunk-onto-the-hill strategy to great effect. My biggest nitpick is the 3-hex height on the right side of the SZ, but maybe that's just from playing Tiamat's Incendiborgs there. Bad Moon Rising Dok has helped me to love this map (I agree it's underappreciated). For me this is THE map with two unconnected roads, but each side of the road is important to development and endgame play. Plus it looks great. Stygian Rift THE lava map. Definitely has solid theme execution. One solid part of this map is the few level 3 dungeon hexes that stop it from being OOPS! All lava field! as far as height goes. That height is far enough away from the center that it doesn't make for great Raelin/range perches, but still attackable from even ground and level 4 height. Overall an all-time classic. Draugur I sealed my one and only tournament win on this map so it's gotta be inducted for sure. But for real, this map is a winner in every respect except that weird level 1 spot where there's water next to ice next to shadow in three adjacent hexes. Reminds me a lot of Platypus which is also a well-deserved WoS inductee. Dance of the Dryads Lava/Road maps are, in my opinion, the platonic ideal of Heroscape maps. Lava provides (or can provide) dynamic height and decision making, and road gives instant pathing. This is the most economical Lava/Road map, and I personally love its aesthetics. |
#236
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Re: Wargrounds of Scape (WoS) - discussion thread
I've been loving reading your guy's reviews of BoV maps. It's really gotten me thinking how I would have voted. The WoS is a needed addition to the community, and I'm excited to see it build on the BoV's impressive legacy.
It's a formidable combination, the ARV hosting contests, encouraging map discussion, and certifying quality maps, along with the WoS creating a one stop shop for the best of the best. Last edited by OEAO; August 25th, 2021 at 03:35 PM. |
#237
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Re: Wargrounds of Scape (WoS) - discussion thread
Welcome to 1Mmirg who has agreed to join our judging ranks. We now have a 6-judge panel.
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#238
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Re: Wargrounds of Scape (WoS) - discussion thread
Welcome aboard Dignan and 1Mmirg!! It’s great to have you two as judges!
Casters of Valhalla: THE Competitive HeroScape Podcast!
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#239
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Re: Wargrounds of Scape (WoS) - discussion thread
Wow! Fantastic! This is great news for the community. Congrats to
@Dignan
and
@1Mmirg
and thank you to both as well, for bringing your expertise to this project.
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#240
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Re: Wargrounds of Scape (WoS) - discussion thread
Just completed a major overhaul of the second post- it should be completely up-to-date now. It's very possible I screwed up a link or two (or even vote color or two), so just let me know if you see an error and I'll fix it soon(tm).
Casters of Valhalla: THE Competitive HeroScape Podcast!
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