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Maps & Scenarios Battlegrounds and scenarios |
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#13
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Re: Jschild's Map Thread
Nice, very nice!
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#14
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Re: Jschild's Map Thread
This one doesn't look as mean to melee-there aren't a lot of elevation changes to slow them down or water to get in their way, and Jungle does wonders keeping units alive. The your-side-my-side hills are a little concerning, though.
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#15
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Re: Jschild's Map Thread
This one looks nice as well, js. Definitely more friendly to melee.
As killometer noted, the location of the hills might encourage ranged turtling. Maybe move the hills in a little closer to the center. I would think even one or two spaces might help. Of course, some people see turtling as a good strategy so if that is what you are going for, well designed. The straight shot down the sides of the map are a nice addition for melee to travel; no pesky height for them to climb over. plus the fact that they have some jungle vegetation to boost them really helps. Take this with a grain of salt though. My computer is not letting me dload the pdf so I can't take a real close look; this is all based just on the pic. |
#16
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Re: Jschild's Map Thread
My latest map....went for a smaller map with lots of LoS blockers - might just remove the higher area in the middle and add the large tree there. Thoughts? http://www.heroscapers.com/community...o=file&id=2845 Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
#17
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Re: Jschild's Map Thread
You do well with small maps. I have often sat down with intentions of making a smaller map but it almost always ends up bigger than I mean for it to be. Kudos on being able to keep it small.
Its size definitely lends itself well to a bare-knuckle brawl and those are always fun. Sometimes my friends and I play "no range allowed" games and this would be a fun one for that. The ruins definitely give melee the cover they would need to not get torn to shreds. I also like that the highest point is a single hex; it precludes Q9 or dragons from perching up there. One suggestion might be (R is range and M is melee; I'm sure you would have figured that out anyway)... This still keeps melee moving in a single file towards the opponent's high ground but there are at least two avenues to do so now without totally becoming sitting ducks in the water. Anyhow, keep them coming. I enjoy the looks of your maps! |
#18
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Re: Jschild's Map Thread
Quote:
Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
#19
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Re: Jschild's Map Thread
And if that change to that map, I think I'll use it in the tourney! (If that's okay with you.)
MegaSilver |
#20
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Re: Jschild's Map Thread
Well, I've guess I've got incentive to do that then
Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
#21
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Re: Jschild's Map Thread
Quote:
And if you like that change to that map, I think I'll use it in the tourney! (If that's okay with you.) |
#22
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Re: Jschild's Map Thread
Quote:
Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
#23
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Re: Jschild's Map Thread
Ok, here is my latest map, A Well to Die for....
http://www.heroscapers.com/community...o=file&id=2870 Now through May 28th, the Louisville region is in desperate need of platelets - call the Red Cross if you are interested in donating! |
#24
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Re: Jschild's Map Thread
Looks pretty neat.
Quick access to your opponent, but they can do the same to you... MegaSilver |
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