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Maps & Scenarios Battlegrounds and scenarios |
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Jschild's Map Thread
Well, I've finally decided to muster up enough courage to try this out. First, I want to thank everyone who helped develop Virtualscape. It's simply amazing. Second, I'm not afraid of constructive criticism, so please, let me know if this map has any major flaws. Thanks!
My first map is Dungeon Lake.... and can be downloaded here... http://www.heroscapers.com/community...o=file&id=2842 Added Jungle Run... This is a fairly simple map. It's range friendly in the sense it's fairly wide open, but there are few terrain obstacles to melee armies and multiple jungle bushes to help provide cover. Download link is here... http://www.heroscapers.com/community...o=file&id=2844 Added Tight Quarters...another simple map, smaller in size and heavy on the LoS blockers to help melee....might just remove the higher area in the middle and add the large tree there. Thoughts? http://www.heroscapers.com/downloads...arters_07t.jpg http://www.heroscapers.com/community...o=file&id=2845 Again, thanks in advance for any help or suggestions! Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! Last edited by jschild; October 28th, 2010 at 04:14 PM. |
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Re: Jschild's Map Thread
I like the overall build, it is very aesthetically pleasing to me and I like how the Glyphs of Rannveig affect only your opponent.
My concern would be for melee figs. If a player got a range pod to the center high ground he could tear apart any melee since they could advance either slowly through the water or only single file across the bridge. That is just my , I am definitely no expert. |
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Re: Jschild's Map Thread
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Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
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Re: Jschild's Map Thread
A two player game with a neutral squad of 4th in the center (for use by each at the end of their turn - movement not allowed from the center) would be an amazing battle.
Very nice map. Just when you thought it was all right, someone made it alright. Good trades with - Porkins / xraine69 / mac122 (x2) / frylock / Ztimster (x2) and probably others I forgotten to mention...sorry. Last edited by AMIS; October 27th, 2010 at 02:21 PM. Reason: I would have to work on the scenario if I was playing it, but this is great! |
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Re: Jschild's Map Thread
Start zones are the two 24-hex rock plates?
Like Lamaclown said, a melee force would have a very difficult time assaulting a ranged pod established on the central high ground. The combination of 2 hex wide water, battlements and only one real path there is a killer You could weaken that position somewhat by making the top level of each central step road instead of concrete-that way an attacking force could climb to adjacency much more quickly-and/or adding an additional path there. Now that the meanness is out of the way, I also agree with Lamaclown that it is a very aesthetically pleasing map-I like the use of all gray tiles-and I like the mechanic you used for the Brandar Glyphs. I also really like your placement of Sturla on the highest central part of the map; I think that it could add some very interesting early-to-mid game strategizing (do you try to save it for when you have more dead units to try to revive, or do you effectively waste it to take the key point of the map right away?) |
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Re: Jschild's Map Thread
Sorry yes, need to upload a new picture - the PDF has the correct images but that was the first image I saved.
And thanks AMIS and Killometer - I'll play with a few different variations on it tonight to balance it a bit more for melee. Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
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Re: Jschild's Map Thread
Congratulations on your first foray into the woolly world of map making. (3 alliteration pairs...words are fun!)
That map is very nice looking; nice symmetry. It makes me want to play vipers, or kyrie. Also, it looks like you used the double-thick water tiles. Is that your aesthetic preference, or an accident? |
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Re: Jschild's Map Thread
Neat map, jschild! Nice to see you trying your hand at map-making (via VS)!
I haven't the time to look at it closely, so I can't say anything more important. And, if you want, you could build a tourney-worthy map that can debut at my tourney on the 13th! MegaSilver |
#9
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Re: Jschild's Map Thread
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The 2 brandar glyphs at prevent your opponents figures from flying are their to prevent flyers from dominating the map. Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
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Re: Jschild's Map Thread
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Honestly, I thought the only difference was that with Water (1) you could click and drag to make water and with Water (2) you had to place them one at a time to make water and with Water (3) you drink a whole lot to make water... oh, wait. Well, you learn something new everyday. |
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Re: Jschild's Map Thread
This isn't the full PDF, just an image, but would this help out a melee army some in everyone's opinion? Do I need more land next to the starting zone still?
EDIT: A bit clearer view of the extra terrain by the water (should it be road as well?) Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! Last edited by jschild; October 27th, 2010 at 05:01 PM. |
#12
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Re: Jschild's Map Thread
Added Jungle Run, download link at the top...
EDIT: Think my next map will be something very small and intense - I'm being too nice to ranged armies. Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
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