|
Maps & Scenarios Battlegrounds and scenarios |
|
Thread Tools | Search this Thread | Display Modes |
#13
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Quote:
|
#14
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
I love 'There is a Wall Here' Made me laugh and looks like it would have some unique gameplay. Have you ever thought to converting these to online play? I'd give them some play if there were in that format. The jungle on the map is probably going to be mostly superficial since LOS blockers are so prominent. Also curious as to why you broke up the road with those snow tiles in the middle of the map.
|
#15
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Quote:
Quote:
The jungle was to make sure I used each terrain expansion, and to give melee armies a little bit of a boost. I started with the snow set, so it was what made up most of the start zones. I also figured it would better if the shorter path didn't have a speed boost, and gave that to the long path that leads to height. No numbers, but you should be able to figure out the height from the either the image, or the PDF. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#16
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
I'm back with a new map. I present, Obsidian Wastes:
https://www.heroscapers.com/communit...o=file&id=4699 What do you think @BiggaBullfrog @Robber ? Are there any glaring problems I need to address? My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#17
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Quote:
I haven't built the map, so these are my opinions from an initial glance: It's a very tall map - most of it is lv 3 and above. I had this concern with A Couple Puddles too. Excessive height, especially near the starting zone, makes it hard for melee armies to develop. I would think about lowering all of the non-grass terrain by a level so that it's easier for melee to leave the starting zone. I would also consider making all of the lv 5 and above terrain lava, with the exception of the rock 1-hexes by the glyphs. Currently, the sand 1-hexes on lv 6 are dominant spots on the map, especially because they are so easily reached from the starting zone. Lava is a great way to prevent range from there. |
#18
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Overall, I really like the look of it thematically. Brilliant use of the Marvel set to make it look like obsidian next to the lava. At a glance my main qualm is the center. It seems a little "choppy"/"terrainy" to me and I'd be more inclined to develop the sides with my army. I'd also be concerned about the 2-hex asphalt just to the left of each startzone. It's very accessible and a perfect position for any ranged units looking to pod and hunker down.
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 |
#19
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Quote:
As far as gameplay goes, I think that it's decent now, but agree with Robber that you might want to consider a few changes to make it great. He brings up a good point with the height of the map - it's not really adding enough to the map to justify the obstacle it presents to developing armies. I don't think it's terrible, but ranged armies will be able to sit back against melee armies because of how much vertical has to be climbed, and it hurts even more when there's no road or LoS blockers other than the ruins. I also agree that the lava could be a bit more strategically placed to discourage ranged armies from camping too much. I especially think the areas around the glyphs could be reworked a bit, as right now it is easy to claim the glyph to your left due to all the non-lava height while going right will be more detrimental. Another thing to consider is that the start zones are a little close because of how short the map is. Again, noting how little cover and other aids there are to melee armies, this means that ranged armies can blitz the start zone relatively easily and then kite while melee has to climb all the height. This also means flying figures will have an advantage by controlling the map and always getting to choose engagements. Most dragons can turn one blitz the start zone and get away with it, and any 6-move flying figure can claim a glyph turn one (again, great for dragons to hold while they wait for Greenscales to catch up). I think lengthening the map even just by a couple hexes would really help, if you can work it. All that said, I do think this map has great potential and is a really great first draft. Right now I feel like it is just below the line where I would recommend it for casual tournament use, and doesn't need a major rehaul, but some reworking can take it past casual tournaments to really competitive ones, IMO. Definitely one that I want to play on! 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 |
#20
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. Last edited by Leaf_It; October 9th, 2017 at 04:29 PM. |
#21
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
I like this rework a lot more! Has the same cool look but seems to fix the identified issues
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 |
#22
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Lost Road Marsh
https://www.heroscapers.com/communit...o=file&id=4705 I wanted to make a map with the Swarm of the Marro set, because I haven't really made a decent one yet. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. Last edited by Leaf_It; October 15th, 2017 at 06:17 PM. |
#23
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Simple and looks cool! I do have one MAJOR concern though. In the center of the map on each side of the central trees there is a 1-hex road choke point between the edge Jungle piece and glyph. This will be extremely easy for any ranged army to plug those spots with one figure while shooting over the top. I think if you found a way to open up the edges more and/or rework the center trees a little than this map would be great. But with those 1-hex choke points it really gives range an extreme advantage.
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 |
#24
|
||||
|
||||
Re: Leaf_It's Maps, and Scenarios
Hi Leaf_It! I love the look and feel of this map. The idea of a road that has been partially buried over the years is really neat. I do have to echo Sir Heroscape's concern that the middle part of the map looks like it could be a bad chokepoint, though. Also, it seems like your current start zones don't accommodate the Marro Hive.
|
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Leaf_It's customs. | Leaf_It | Custom Units & Army Cards | 204 | October 11th, 2019 08:55 PM |
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 |
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 |