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Old January 12th, 2012, 08:36 AM
sixthflagbearer sixthflagbearer is offline
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Sixthflagbearer's maps - Hall of Secrets added

Well, here is my first map, (thank you Filthy for making it on virtual scape)

Hall of Secrets



Hopefully, more maps will be coming in the future. Feedback is appreciated.


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Old January 12th, 2012, 03:59 PM
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Re: Sixthflagbearer's maps - Hall of Secrets added

King of the hill can be fun... The glyph placement is even, and you have a nice backdoor to the start zone. Control of the central hill is control of the map, and there's not a lot going on to make getting there interesting. Maybe there's something you can do with shadow or glyphs to shake it up, make me make some tough choices? I dunno, it's such an evil contest.
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Old January 14th, 2012, 10:39 AM
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Re: Sixthflagbearer's maps - Hall of Secrets added

Not sure how much rearranging of the essential structure this would involve, but I'd be tempted to position the outcrops/glyphs so that the former screened the latter from the central hill.

More radical would be to lift the majority (could even be all) of water and shadow near the SZs, turning those into void spaces. That would free up to as many as 10 water and 4 shadow, which could be employed elsewhere on the map to vary the terrain, force more pathing decisions, and/or extend the map elsewhere (perhaps in combination with outcrops screening glyphs?).

If all the water and shadow near SZs were lifted, then the 7-hex rock plate on the other side could be lifted too, for use elsewhere if desired. Could move it to level 2, straddling the 7-hex sand and dungeon plates on level 1 (which could perhaps even be separated as long as still spannable) and in turn propping up the level-3 central dungeon plate.

Just a few quick thoughts.... Not sure what the end result would be, or whether it would depart too far from the original vision.
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