|
Maps & Scenarios Battlegrounds and scenarios |
|
Thread Tools | Search this Thread | Display Modes |
#133
|
||||
|
||||
Re: Flash_19's Maps & Scenarios: New Map 9/19/18!
|
#134
|
||||
|
||||
Re: Flash_19's Maps & Scenarios: New Map 9/19/18!
Quote:
-Map 1: Yeah I think the map works way better opening up each side so the ruins don't cramp you in. Before the added road on the sides, the middle could just get clogged too easily with rats/screens. I think I would change the tree closest to each start zone (to each start zone's right, the one that's touching one of the spaces), and put each adjacent to their respective big trees in the middle. I think there'd be more cover this way. But, it's pretty minor and really just a slight preference, both work in my opinion. Also I haven't played on any of these maps, of course. So just opinions at a glance. Edit: Honestly, looking at the map more with the roads added to the sides, I think the two trees to the start zone's right work. Nevermind my tweak/suggestion. -Map 2: I like this one a lot. Probably my favorite of the 3 (but all 3 are good). I really like the raised middle sand section, I think it's a cool look. Also really like the safe-hexes behind the ruins sectioned between the water spaces. Jungle and shadow space placements are good. I think I would add another level (like a 3-hex or 2-hex) somewhere on top of the highest dungeon spaces on the map (the six spaces on each side), but I don't know whether you have hexes to spare. Also, I think it works fine as it is. -Map 3: With Haukeland Marsh (final), nothing really to complain or tweak here, looks very solid. I like the evergreen tree placement. I think the middle part with the low bridge will provide very interesting play - that's probably my favorite part of it. The water between the ruin and palm tree will probably see play too, if a player closes off both roads at either side of the ruin and forces the other player to move through that chokepoint to enter into the start zone. All in all great maps Flash. |
#135
|
||||
|
||||
Re: Flash_19's Maps & Scenarios: New Map 9/19/18!
Quote:
Have you tried out the d-20 mechanic that helps you know what unit to target with Brax when there are multiple units around? I imagine you just use the d-20 and whichever figure rolls the lowest is targeted by Brax? Really cool idea - I think it sounds fun to design a multiplayer map designed around this kind of play style - stealing treasure from a dragon protecting it. Good work! |
#136
|
||||
|
||||
Re: Flash_19's Maps & Scenarios: New Map 9/19/18!
Quote:
Thanks again! |
#137
|
||||
|
||||
Re: Flash_19's Maps & Scenarios: New Map 9/19/18!
Well met!
Quote:
Thanks! Still tweaking the armies, and may choose another map . . . |
#138
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
I'm liking the look of this one! Got it built to play, but unfortunately, couldn't get the game in. Power glyphs would be out on the sides on level 1 swamp terrain. Start zones would be the last 3 rows of hexes on either side.
|
#139
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
That map looks awesome. Any glyphs? I think putting a glyph on the swamp 7 hex on each far point would do the trick (the spaces that are right adjacent to to sand 7-hex that's one level higher). Also does it use normal or heavy snow, and normal or slippery ice?
SoTM + TT (w/ or w/o TJ) is an underrused map type, and one I love building maps of. The abundance of 1- and 2-hexes from TT helps tremendously because SotM has so few unfortunately. TT + TJ is another thing you don't see much of, but I think it balances well being that heavy/slippery snow/ice usually favors range and TJ usually favors melee (or at least helps melee, to balance). |
#140
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
Quote:
That was actually why I built this map - cuz I felt the same way about the underuse of SoTM and TT together. Yeah, that's my biggest gripe with the SoTM terrain - it needed more of those smaller hex pieces. I actually haven't decided on the snow/ice rules. I'd most likely choose either normal ice and snow, or else normal ice with heavy snow. And of the two, I'd lean towards normal ice and snow. I have a hard time with both heavy snow and slippery ice for the reason you stated - I think it tends to give range more of an advantage. I'd love to hear what you think though considering the map layout and size. |
#141
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
Quote:
|
#142
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
@rednax
good thoughts - thanks for chiming in. I think the only reasons I'm even considering it is because of the small map size, and the snow isn't too prevalent on the map. But, I'm pretty positive I will just leave it normal regardless. |
#143
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
I actually would go with Heavy Snow and Normal Ice. I think the map would work great that way. It's a close map, each start zone is very close to that middle section, so I think the snow will help slow down getting to those high points too early, and I don't think it hurts melee. With the jungle and the ice pathways, I think doing heavy snow would work quite well. Normal snow probably works too, I assume, but I'm liking heavy for this one.
Normal Ice obviously. You don't want to those paths to the middle and from the sides. (I feel like you rarely see Slippery Ice in maps......kinda wanna go make a TT map now with Slippery Ice / Normal Snow) |
#144
|
||||
|
||||
Re: Flash_19's Maps: New Map 10/17/18!
Quote:
Quote:
|
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Samurais Maps and Scenarios | Samurai | Maps & Scenarios | 1 | October 21st, 2009 06:07 AM |
MDG: Maps and Scenarios | Marcus Decimus Gallus | Maps & Scenarios | 0 | June 15th, 2009 10:13 PM |
Marvel Maps & Scenarios | naps420 | Marvel Discussion | 19 | July 24th, 2008 07:26 AM |
yes I know this probably should be in maps and scenarios... | sauvros2 | HeroScape General Discussion | 7 | September 11th, 2007 10:02 AM |
Ricky's New Maps and Scenarios NEW - Maps 7-8 | Ricky007 | Maps & Scenarios | 12 | August 31st, 2007 03:43 AM |