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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV. |
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#301
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Re: Workshop Thread
We have bombarded you with opinions
@NecroBlade
- one of the perks as a judge is that I can see what others deem as valuable. We don't always agree, which is good thing. Bottom line - submit what you want. Personally, I didn't see the variation in height in the build in my first glance. Thanks for pointing that out. I would think a random glyph is just fine. Good luck.
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#302
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Re: Workshop Thread
Goat Path II Electric Boogaloo
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While it is a relatively flat map, my intention was to use each element effectively:
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 Last edited by NecroBlade; March 18th, 2020 at 09:59 PM. |
#303
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Re: Workshop Thread
Alright, I'm trying to hone in on my revision and am hoping for some input from y'all.
Option A Pros: Offers a shadow space that can defend against either 2-hex height Cons: Aesthetically displeasing? Mottled, dappled... Makes height there too disadvantageous? Option B Pros: Looks 'rad'/ thematic (around the outcrops) Helps folks who want to hide from range better Penalizes those who seek it a bit by backing them into the wall? (maybe a con?) Cons: Those attacking from shadow can't challenge both height hexes. Any thoughts or other things I should be considering? P.S. This is only the top few layers of the map, I'm just focusing on these particular shadow tiles. Thanks for your input! The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#304
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Re: Workshop Thread
That image looks really odd...where’s the rest of the map?
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 |
#305
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Re: Workshop Thread
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Edit: I promise there's more map haha The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#306
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Re: Workshop Thread
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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 |
#307
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Re: Workshop Thread
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The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#308
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Re: Workshop Thread
Okay lets try that again with more info.
Option A Option B The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#309
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Re: Workshop Thread
I think both work fine, with a slight preference for A simply because they’ll be able to get in shadow faster.
I like the look overall, but feel like maybe it’s a little too open in the center now. Maybe use a few more battlements as LOS blockers? I think the walls are fine, but sometimes battlements are actually pretty good as LoS blockers...sometimes. Oh and the other 2 rock outcrops! Find a way to throw them back in 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 |
#310
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Re: Workshop Thread
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I'll keep at it! The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#311
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Re: Workshop Thread
Yeah I’d use the Outcrops as LoS blockers and to help with the aesthetic. Use the water where the shadow was being used and see how that looks. And 3 paths out of the start zone is plenty.
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 |
#312
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Re: Workshop Thread
I like the ambitious 1BftU build,
@Ulysses
! Option A shadow placement is definitely better since it lets more figures access the shadow on turn 1, not just 6 move figures.
Those are both Treasure Glyphs, yeah? I worry that they won't be worth going for during a competitive game, since the high ground is so much stronger and you don't want to waste a turn putting a hero in a compromising position to get a glyph that might help one of your figures. My main concern with the map is that its small size and limited pathing will make most games feel the same when you play it, since there isn't a ton of options. I also worry about melee battles where you just kind of fill in on both sides of the center and roll dice until someone wins. Add Raelin and it becomes even more of a dice slog. I think ideally there would be more of an incentive to flank around the sides. This could be helped by popping some shadow over there because it doesn't need to be in the center -- that's already strong enough and just helps range since it's on height. I'd pop some into those two 2-hex divots on either side in the middle. If you can get more hexes to open up the sides that will help as well, so they don't just get clogged. Also, and I know I'm pushing into major rework territory, I don't love the placement of the 2-hex height on either side of the outcrops. That encourages turtling a ton, and with the narrow passages on either side of the outcrops that means things will get gummed up quickly, letting ranged figures on top just plug away at figures that are stuck and can't move. I'd much rather see height where it would be more easily contested. Anyway, I know those are some picky thoughts but they stem off of patterns that I've seen and experienced with a lot of other ARV submissions that have made top 10 but then not passed review. I do think you've got a great theme/design going on! If you're able to then take another step and address these concerns I think it will be that much better. Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
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