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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV. |
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#277
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Re: Workshop Thread
Pure Gold by Superfrog has received enough YEA votes and is now under ARV review.
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 |
#278
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Re: Workshop Thread
Pure Gold by
@superfrog
Quoting my review from this map in its original version... Quote:
to Pure Gold for me 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 |
#279
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Re: Workshop Thread
I voted on the first rendition. After a few play-tests, I believe that the tweaks improved the strategy and balanced the game-play. It is a different map than most competitive maps we have seen, but I like it! for Pure Gold, revised.
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#280
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Re: Workshop Thread
Resubmission of Pure Gold by
@superfrog
First off, thanks for the resubmission, superfrog! I was happy to see this map come back for consideration. On to the review: The bridge is more powerful in this version of Pure Gold (though Wannok still offers a good counter). It can be difficult for a melee based army to take control of the bridge from a ranged army, and the most effective way to do it from my experience wasn’t intuitive at first. I found that moving melee figures up onto level three shadow from the Wannok side (with the cover of the central trees), then rushing sideways across the map was often more effective at contesting the bridge position than the alternative - making the hard decision of rushing the bridge using the road, or putting trust in the shadow tiles running adjacent to the bridge to help you weather the attacks from range on height. The latter allowed for range to kite pretty effectively, and get multiple attacks down on approaching units before they were able to engage. All the elements that I liked with the first version are still present in this version - including the crispness of the start zones, the retention of the middle start zone spaces, and the placement of LOS blockers (the trees in the middle). And most of the negative aspects of the map have been effectively mitigated (7-hex hills, the power of dragons like Nilfheim, and less effective shadow placement specifically). My games on this map were no longer merely a rush to see who could establish position to control the 7-hex hills and Wannok, but were much more strategic and utilized the whole map. Overall, this version of the map is better, and I believe the changes are sufficient to merit a |
#281
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Re: Workshop Thread
Woah! Do those three upvotes mean it's been approved?
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#282
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Re: Workshop Thread
Indeed it does. I'm sure we will get to updating it in our archives soon.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#283
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Re: Workshop Thread
Pure Gold by Superfrog has received enough YEA votes and has passed the ARV Process. Looking forward to adding this officially to our archives!
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 |
#284
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Re: Workshop Thread
Congrats
@superfrog
!! I haven't been able to play a ton on this version but I really like the updates and am excited to try it out some more! (Though it does add another map for you to put into the online file when Leafy_Boy gets the image done, but I figure you're okay with that. )
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 |
#285
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Re: Workshop Thread
I mean, I already did make an online board which was included with my resubmission and updated with a high-quality image last week .
But I know the ARV ones have the special Leaf_It touch, so I'd be happy to get that on my map. This is pretty crazy to me that Pure Gold got inducted, since the map started with the crazy question "what if I put a treasure glyph under a bridge?" Thanks to the judges for pointing out some issues with the first version. |
#286
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Request for Review
My fellow ARV judges,
I have sat on this map for a long time now, and believe it is much more balanced than the previous version. Therefore I wish to resubmit it for your consideration for tournament worthiness. Battlefield 23: Requires 1x RotV, 1x FoA, 1x TJ .hsc file located here List of changes (plus original map image): 1) Added power glyphs to the outsides, and brought the treasure glyphs in towards the center of the map. I wrestled for ages with the locations of those treasure glyphs. I didn't want them too close together, plus they needed to be able to be reached by either side just as easily. Also, I didn't want to put them on a spot that already had something going for it (aka the level 3 hexes next to jungle). 2) Reworked the sides and the middle of the map quite a bit to increase accessibility to the left side while slightly bringing the draw to the right side down a little bit. I feel like the sides are much more balanced, and there's a little more draw towards the center of the map as well than the previous version. 3) Made adjustments to the location of jungle pieces and removed the perfect Raelin perch in the original version. 4) Added in a couple walls to mitigate the power of the 3-hex rock pieces, and block LOS down the middle of the map. Last edited by Flash_19; February 22nd, 2020 at 01:26 PM. Reason: I'll just sneak this in here for Sir H's benefit. ;) |
#287
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Re: Workshop Thread
Would you mind indicating some of the specific changes you made in regard to the concerns mentioned in the reviews? That will help me compare how it’s improved (or gotten worse )
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 |
#288
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Re: Workshop Thread
Quote:
1) Added power glyphs to the outsides, and brought the treasure glyphs in towards the center of the map. I wrestled for ages with the locations of those treasure glyphs. I didn't want them too close together, plus they needed to be able to be reached by either side just as easily. Also, I didn't want to put them on a spot that already had something going for it (aka the level 3 hexes next to jungle). 2) Reworked the sides and the middle of the map quite a bit to increase accessibility to the left side while slightly bringing the draw to the right side down a little bit. I feel like the sides are much more balanced, and there's a little more draw towards the center of the map as well than the previous version. 3) Made adjustments to the location of jungle pieces and removed the perfect Raelin perch in the original version. 4) Added in a couple walls to mitigate the power of the 3-hex rock pieces, and block LOS down the middle of the map. |
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