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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books. |
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#49
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Re: Competitive C3G Map In Progress: Swamp Lab
I just connect all the ladders together and add them on after I finish building the map. I have no problem with the ladders simply hanging off the top - actually I prefer it as the ladders are easily to put on and remove. If there is any way to change the map so that they do not hang off the sides without changing the map's actual layout, fine, but I don't want to way the map actually plays to be changed based purely on a minor personal preference.
I don't have a vote here though, so ultimately it's up to you guys. Just thought I'd voice my opinion. EDIT: The location of the ladders means that the corner sections would have to not connect to the rest of the wall in order to connect to the ladders. |
#50
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Re: Competitive C3G Map In Progress: Swamp Lab
Quote:
Spoiler Alert!
You could trun them around so that they faced the front like the ladder did. But it would not be attached to anything. I think for this reason the ladders should stay the same. |
#51
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Re: Competitive C3G Map In Progress: Swamp Lab
That is not an attractive option at all, and I don't think it is legal either. I think it is time to move on with the LD's design without that change.
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#52
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Re: Competitive C3G Map In Progress: Swamp Lab
Sounds good. I don't have internet connection til I don't know when. I am on my freinds computer right now. I have the sheet done on a note pad waiting to be put on the form.
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#53
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Re: Competitive C3G Map In Progress: Swamp Lab
Right now playtesting on maps is very informal. Just post what you have as there is no format for it currently.
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#54
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Re: Competitive C3G Map In Progress: Swamp Lab
Swamp Lab army tests (Snore Alert, pretty wordy):
TEST 1 TEAM GRAAARRRH! (Hulk, Solomon Grundy, Swamp Thing) 895 VS. SINESTRO CORPS (Sinestro, Arkillo, Soldier x 2) 870
Spoiler Alert!
Game 2: VIGILANTES! OMG! (Punisher, Daredevil, Batman, Terry) 710 VS. CRIMINALS! CRIKEY! (Thugs x 3, Black Mask, Ridler, Penguin, Two Face) 725
Spoiler Alert!
Game 3: TEAM AMERICA: Captain America, SHIELD AGENTS x4 (660) VS. TEAM INSANITY: Joker, Harley Quinn, Deadpool, Bob (630)
Spoiler Alert!
I assume it's okay to just post this? Anyway, I had a lot of fun on this map (especially cuz I was trying out a lot of wave 4 figs!), however, I am concerned it favors ranged flyers a bit too much and I think there's an easy fix: remove one or two battlements from the "side walls" of the lab, making it easier for walkers to get into the lab (and gain some height). As it is, walkers almost have to enter by the roadway, and by the time they do that they might as well run down the road and try to get the enemy's start zone (which is good too). Just my minor 2 cents, all in all I think it's a great map and very aesthetically pleasing! Double win! Quozl! Everybody should rep him, he does a lot for this group (IMHO) with his fun, practical, easy-build maps! |
#55
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Re: Competitive C3G Map In Progress: Swamp Lab
Great job, great feedback, and great suggestion. I agree, some of the battlements should come off of the sides.
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#56
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Re: Competitive C3G Map In Progress: Swamp Lab
Thanks, Margloth!
A couple of questions: Did you use the glyphs on the map? Did you ever climb over the battlements? Thanks again for running those tests! |
#57
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Re: Competitive C3G Map In Progress: Swamp Lab
Quote:
Also, I actually climbed over battlements several times. I don't think the map is broken with them, I just think it could be better with one gone near each startzone. I wish I had pictures, but non-flyers kinda have a big disadvantage in the start zone, as they first (often) have to step down into the swamp water at the end of the start zone, which often leaves them with not enough move to climb over a battlement. I personally think freeing up one battlement would allow for more fluid movement without making the "lab" too accessible. |
#58
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Re: Competitive C3G Map In Progress: Swamp Lab
I'll take out a few battlements and see how that plays.
In my playing, the superspeed glyph did help non-flyers a lot and the time bomb glyph really scared those on top of the castle walls. So I think the glyphs are pretty important. Your swamp water comment confuses me though. There isn't any swamp water between the startzones and the battlements. There's just swamp water in front of the road. Last edited by quozl; January 3rd, 2011 at 01:36 PM. |
#59
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Re: Competitive C3G Map In Progress: Swamp Lab
Well... maybe I built it a little wrong... I have a hard time on VirtualScape distinguishing swamp hexes from single sand hexes... it's possible I placed one instead of the other.
In that case things would be easier, and I agree the Superspeed glyph would help... it's just a question of whether or not you want to allow your opponent to grab height while you scramble for it. In my playing it often seemed more beneficial to just take the road. Seems now my playtests may have been somewhat flawed. Sorry about that! |
#60
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Re: Competitive C3G Map In Progress: Swamp Lab
I've done that before as well so don't feel bad.
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