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  #97  
Old September 21st, 2019, 06:33 PM
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JaesShurrig JaesShurrig is offline
 
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

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Originally Posted by Leaf_It View Post
What are the restrictions on this? Looks like you're using about half of a RotV set, a road set, and a castle set.
I've used up about all the terrain from those sets save for a couple of 24 hexes and water tiles, but I've tried and it they won't fit without changing the footprint significantly.

Maybe I should put something useful down here
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  #98  
Old December 14th, 2019, 11:36 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

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Originally Posted by Leaf_It View Post
You asked for feedback a while ago, so hopefully you're still looking for it.

I feel like there's an over abundance of water on one side of the map. I think that was part of the theme, but it's creating 1 hex walkways which can be easily clogged up. I'd try to make the pathing easier by swapping out 2 hexes of water from each side, so that it's easier to move into the center of the map. As it is now, there's a spot on the other side of the 2hex walls adjacent to the startzone, that I don't think I'd ever move a unit into, because the water and the battlements create a roadblock. Let me draw on the map to try and illustrate what I'm trying to say.


Each color is the path a figure with 6 move could take on it's first turn. The Yellow area is an area that serves no purpose unless you have Flying, or can ignore water with Slither or something. The water and battlements block the movement enough that the area doesn't have much use. It's also possible to block the left side, that RED and GREEN figures would move through, with just 3 figures, making that part of the map very susceptible to clogs.
This and your subsequent analyses are great, Leaf_it!
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  #99  
Old December 14th, 2019, 11:40 PM
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Typhon2222 Typhon2222 is offline
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

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Originally Posted by Cleon View Post
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I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
Thanks! I wanted to see if I could make a "competitive" map using a single BftU set, but that's incredibly difficult. I'm still happy with how it turned out though!
Yeah. I honestly don't think you can make a good competitive map with only 1 BftU for the standard formats - 400+ pt. and 16-24 figs. Maybe in smaller formats or Heat of Battle or something, but I don't think it works with the standard. The best I've seen so far is Dignan's Shards. Typhon's Anvil is pretty good and I just made one I'm pretty happy with. But every one I've seen suffers from dragons, strong melee like Heavies simply rolling through, and/or rats clogging the whole thing.

Basically if you make it so that Zelrig hits big first turn, he's gonna dominate, and if you push the start zones back, then Nilfheim (maybe Braxas too) is going to position himself so that you can't get out of your start zone. I have mine built so that Zelrig can hit but not the full 7, but he still hits 4-5. I was hoping to get it down to 1-3 but couldn't configure it and maintain the other things I wanted in the map. And if you somehow solve this you still have the other two problems I mentioned to tackle.

You just don't get enough terrain to make a map that can run with the rest. If they had given you 2 spare 24 hexes for start zones then you'd probably be fine, but it always feels like you're spending half the map to make your start zones.
Thanks for mentioning Anvil, Cleon. Totally agreed about Dignan's Shards too. (If only it were fully symmetrical! But I probably shouldn't care so much about that.)

And totally agreed about the challenges that a single BftU poses.
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  #100  
Old December 14th, 2019, 11:58 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

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Originally Posted by JaesShurrig View Post
It’s really a shame that BftU sets are so expensive, a single set just doesn’t feel like enough to work with. Even using RttFF and FotA with it feels like a challenge
So true!
I think that BftU and FotA together DO offer enough material — JUST enough material — to make interesting and competitive maps. But getting the terrain to stretch far enough really requires learning how to prop up large (24- and 7-hex) tiles on level 2 using a minimum of supporting tiles underneath them on level 1. (I.e., leaving empty void spaces on level 1.)

Desperado and Ariadne below are good examples of this. Desperado in particular. One trick I use there is to use wall bases separately from the walls themselves. Because walls don't NEED to stand on their bases! You can plop walls down directly on terrain tiles. This gives you 21 single-hex wall base tiles which you can use on lower levels to prop up other, larger, tiles. This is huge!

______________________________________________________________________
Desperado Download PDF
Uses: 1 BftU, 1 FotA
Board for online play

______________________________________________________________________
Ariadne Download PDF
Uses: 1 BftU, 1 FotA

______________________________________________________________________
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  #101  
Old January 3rd, 2020, 07:55 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

Thanks @Typhon2222 ! Man, it's been a while since I posted on this thread. These maps look super nice and I'm hoping to play on Desparado soon.

Maybe I should put something useful down here
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  #102  
Old January 3rd, 2020, 08:27 PM
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JaesShurrig JaesShurrig is offline
 
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Shurrig's Maps: Happy New Year! Exalted and Forging Fires

Happy New Year 'Scapers! I come to you all with two finished maps, Exalted (which should have been shared long ago) and Forging Fires! And just so you know, both of these maps use Treasure Glyphs (represented by Brandar) and I made sure to specify this in the instructions. Happy scaping!

Exalted


Forging Fires

Maybe I should put something useful down here
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  #103  
Old January 11th, 2020, 06:24 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

Quote:
Originally Posted by Typhon2222 View Post
Quote:
Originally Posted by Cleon View Post
Quote:
Originally Posted by JaesShurrig View Post
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Originally Posted by Cleon View Post
I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
Thanks! I wanted to see if I could make a "competitive" map using a single BftU set, but that's incredibly difficult. I'm still happy with how it turned out though!
Yeah. I honestly don't think you can make a good competitive map with only 1 BftU for the standard formats - 400+ pt. and 16-24 figs. Maybe in smaller formats or Heat of Battle or something, but I don't think it works with the standard. The best I've seen so far is Dignan's Shards. Typhon's Anvil is pretty good and I just made one I'm pretty happy with. But every one I've seen suffers from dragons, strong melee like Heavies simply rolling through, and/or rats clogging the whole thing.

Basically if you make it so that Zelrig hits big first turn, he's gonna dominate, and if you push the start zones back, then Nilfheim (maybe Braxas too) is going to position himself so that you can't get out of your start zone. I have mine built so that Zelrig can hit but not the full 7, but he still hits 4-5. I was hoping to get it down to 1-3 but couldn't configure it and maintain the other things I wanted in the map. And if you somehow solve this you still have the other two problems I mentioned to tackle.

You just don't get enough terrain to make a map that can run with the rest. If they had given you 2 spare 24 hexes for start zones then you'd probably be fine, but it always feels like you're spending half the map to make your start zones.
Thanks for mentioning Anvil, Cleon. Totally agreed about Dignan's Shards too. (If only it were fully symmetrical! But I probably shouldn't care so much about that.)

And totally agreed about the challenges that a single BftU poses.
Asymmetrical maps are underrated.
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