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Maps & Scenarios Battlegrounds and scenarios |
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#181
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Re: HS2010's Map Thread - 2 New Maps - 1/12/2018
Also have a 3-Player map that my girlfriend, friend, and I built and played 3 games on last week. It played really well (we played Kill-the-Person-to-Your-Left).
3-Player Battlefield1 Requires: 1 RotV, 1 SotM, 2 BftU, 1 TJ, 1 TT, 1 RttFF, 1 FotA, 1 VW I do apologize that it uses so much different terrain but then doesn't use a lot of that terrain (like the SotM and TT). The SotM is more for the little common pieces so I'm sure a 2nd RotV would suffice. If you wanted to exclude the TT, you could use 3 single-space Outcrops from the BftU and replace the 3-hex Glacier (that was just for continuity across the map). |
#182
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HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/1/18
Shadows Over Bleakwoode
Requires: 1 RotV, 2 RttFF Bio: Many souls have been devoured on these paths. |
#183
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
I like it...though the bridge walls near the startzone seem a little odd and out of place. Any particular reason why they're there?
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 |
#184
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
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Aesthetically, I think they tie in the ruins out front and the walls in the middle. Maybe don’t think of them as brdige walls? They’re just defensive walls or something of that sort. I don’t think they’re out of place, aesthetically, and the RttFF rulebook even has examples where the walls are placed on normal terrain rather than road. Gameplay wise, it creates strong pathing towards either the center or left. |
#185
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
Gameplay-wise I don't see any issues. It's likely just me, but aesthetically it looks weird to me for some reason...can't put a finger on it...just seems odd.
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 |
#186
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
I like this one. Don't know how'd you go about it, or if it's possible, but I'd try to extend the road on the left side (via each start zone) closer to each start zone. If you had 2 spare 2-hex roads would do the trick. Maybe take from the corners of each far side, and try to reconnect the roads through the forest area(s) right by the glyph(s) thus connecting with less road spaces (and use those extra spaces to extend closer to each start zone on the left side).
But other than that I think it's a strong build. The tree placements are in really great spots relative to the height and (most) road placements and the middle will have quite interesting play. |
#187
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
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I’m more thankful that I have more road to work with and can loop it around on each side and make the center wider. I did see your feedback as “potential feedback” when I was building the map and that’s why I gave the left sides the single hex perches. Those perches are the highest points on the map, only rivaled by the 2-hex grass in the center. Besides the fact that I think there are pros and cons in moving to both sides, extending the road on the left sides and allowing figures moving that way to reach road on the first turn allows them to get far down the road on the opposition’s right side on their second. And even if I did remove the two back roads by the SZ, every other piece is used from the set besides for 17 water pieces so I’d have no idea how to replace them anyways. |
#188
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
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All of that said, I have considered not using Glyphs on either of the maps I’ve submitted as I feel the balance of height and road of Shadows of Bleakwoode and the balance of Jungle and height on Durgeth Swamps is enough to keep the action moving without them. I feel they are played well either way. |
#189
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
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Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#190
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
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#191
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
Almost always and always are two different things. Call it personal preference, but I'd rather see even same-level range not shoot into the extra defensive bonus when trying to remove an established position.
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#192
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Re: HS2010's Map Thread - 2 ARV Contest Submission Maps - 3/
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I'm glad the map held up for you even against an AE drop and initiative first round. Do I need to feel bad for your opponent though? |
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