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  #25  
Old March 8th, 2018, 08:00 PM
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Re: Flash_19's Maps & Scenarios

I'm not too worried about that choke-point with the new pillar. It was already a chokepoint because the space used to be lava, and you can only very slightly move through that more easily than a pillar. It's just more noticeable now. Overall I think your changes are probably good. I'll admit that I have a very mild preference for the original version, but that might be due to some kind of weird attachment, because I have absolutely no good reason to mildly prefer it.
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  #26  
Old March 8th, 2018, 08:49 PM
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Re: Flash_19's Maps & Scenarios

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Originally Posted by BiggaBullfrog View Post
I'll admit that I have a very mild preference for the original version, but that might be due to some kind of weird attachment, because I have absolutely no good reason to mildly prefer it.
My thoughts EXACTLY! Lol I was thinking that and canít put my finger on it. I think part of it may be the aesthetics. I think without that extra pillar it makes it look a little ďbetterĒ for some reason.
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  #27  
Old March 9th, 2018, 03:07 PM
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Re: Flash_19's Maps & Scenarios

@Flash_19 you of course can make the decision on how to proceed, but the more I keep looking at it, the more I prefer the original version if Renoc Ruins. I think it’s really just that pillar you added. I liked it better without it. You could keep the other changes, but I do definitely like it better without the extra pillar. I think you’ve designed the map well enough that Melee shouldn’t have a problem charging across to Contest the opponent...and the defense glyph will definitely help with that. Your call, it’s just I can’t stop thinking about it hah...weird right?!
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  #28  
Old March 9th, 2018, 04:56 PM
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Re: Flash_19's Maps & Scenarios

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Originally Posted by Sir Heroscape View Post
@Flash_19 you of course can make the decision on how to proceed, but the more I keep looking at it, the more I prefer the original version if Renoc Ruins. I think itís really just that pillar you added. I liked it better without it. You could keep the other changes, but I do definitely like it better without the extra pillar. I think youíve designed the map well enough that Melee shouldnít have a problem charging across to Contest the opponent...and the defense glyph will definitely help with that. Your call, itís just I canít stop thinking about it hah...weird right?!
Haha I hope you haven't lost any sleep over it. Thanks for your feedback.

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  #29  
Old March 9th, 2018, 04:59 PM
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Re: Flash_19's Maps & Scenarios

Quote:
Originally Posted by BiggaBullfrog View Post
I'm not too worried about that choke-point with the new pillar. It was already a chokepoint because the space used to be lava, and you can only very slightly move through that more easily than a pillar. It's just more noticeable now. Overall I think your changes are probably good. I'll admit that I have a very mild preference for the original version, but that might be due to some kind of weird attachment, because I have absolutely no good reason to mildly prefer it.
Haha thanks.

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  #30  
Old March 20th, 2018, 07:19 PM
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Re: Flash_19's Maps & Scenarios

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Originally Posted by NecroBlade View Post

Jandar's Summoning Circle: This is one I thought about tackling myself, and this looks pretty similar to how I imagined it. Don't think I would've picked Dungeon, but it's used smartly here. Personally I don't take issue with the Summoning glyph and its location in a tournament (note to viewers it's removed from the collective top-10 image). Another solid entry.

Ruins of Rennoc: Another that was on my list to try to make. Map looks great. But I worry that some of the non-lava higher ground may be too valuable. Also not a fan of the lateral roads, since they don't help movement in the direction of the opponent.
Thanks for your thoughts! I was quite shocked honestly, that nobody had ever made a map for Jandar's Summoning Circle before (at least that I could tell). So thanks for not giving me competition for that landmark.
That map was a fun one to make.

As for Ruins of Rennoc, it might not look it from the picture, but this map is small, and troops get into the action fast. I had gotten some feedback about the interesting use of road before - and I know it's unconventional - but as I've tested it, I've liked how it's turned out. So, yeah, it is more aesthetic, and will only help with lateral movements, but with the size and flow of the map, I'm not too worried. But, we'll see with further playtesting.

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  #31  
Old March 20th, 2018, 08:38 PM
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Re: Flash_19's Maps & Scenarios

I did like the idea of the lateral road at first, but elevation changes going perpendicular to it looked like they could be tricky in places. These were all just quick impressions really, though, so playtesting is certainly more valuable than my opinion.

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  #32  
Old April 2nd, 2018, 03:29 PM
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Re: Flash_19's Maps & Scenarios

New 3-Player Map, Fountains of Faramund - 4/2/18

Fountains Of Faramund
Spoiler Alert!

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  #33  
Old April 2nd, 2018, 03:33 PM
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Re: Flash_19's Maps & Scenarios

Looks cool flash. I like symmetrical 3 player maps
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  #34  
Old April 2nd, 2018, 03:47 PM
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Re: Flash_19's Maps & Scenarios

Ooo I like this map too! Maybe I’ll set this up for our 3-player game day @TREX
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  #35  
Old April 2nd, 2018, 04:50 PM
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Re: Flash_19's Maps & Scenarios

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Ooo I like this map too! Maybe Iíll set this up for our 3-player game day @TREX
Sounds good.
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  #36  
Old April 16th, 2018, 11:40 PM
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Re: Flash_19's Maps & Scenarios

Hey Flash, before I post the maps for my tournament this Saturday, can you post an updated Jandar's Summoning Circle, suitable for use without glyphs? You know, in case you happen to have one.

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