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  #37  
Old March 25th, 2010, 12:19 PM
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Re: Fast Lane - a competitive C3G map

Good stuff, guys! Glad to see this project is staying alive even while Ala Carte steals a lot of attention. I hope both aspects of the C3G project will stay strong.

C3G can be played with official Heroscape, but it's not recommended.


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  #38  
Old April 1st, 2010, 07:46 PM
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Re: Fast Lane - a competitive C3G map

Where's this one at?
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  #39  
Old April 1st, 2010, 09:33 PM
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Re: Fast Lane - a competitive C3G map

I believe it's ready to build and then pass.

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  #40  
Old April 1st, 2010, 10:49 PM
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Re: Fast Lane - a competitive C3G map

I'm planning to build it tomorrow.
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  #41  
Old April 2nd, 2010, 02:58 PM
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Re: Fast Lane - a competitive C3G map

Built and updated the VS file with a few small stability fixes that shouldn't affect gameplay. It looks fantastic - I'll try to post some pics later if I get a chance. I also added two Time Bombs to the bridge. I'm thinking of including the following special rule for the Time Bombs:
Quote:
For this map, treat active Glyphs of Time Bomb as destructible objects with unlimited life and zero defense. Place one wound marker on the glyph's card for each successful hit inflicted on the glyph. Each glyph's wounds should be tracked separately. When rolling for an active Time Bomb, subtract one from the result for each wound marker on its card. An unmodified 20 will still deactivate the glyph.
Thoughts?
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  #42  
Old April 2nd, 2010, 06:02 PM
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Re: Fast Lane - a competitive C3G map

Quote:
Originally Posted by mad_wookiee View Post
Built and updated the VS file with a few small stability fixes that shouldn't affect gameplay. It looks fantastic - I'll try to post some pics later if I get a chance. I also added two Time Bombs to the bridge. I'm thinking of including the following special rule for the Time Bombs:
Quote:
For this map, treat active Glyphs of Time Bomb as destructible objects with unlimited life and zero defense. Place one wound marker on the glyph's card for each successful hit inflicted on the glyph. Each glyph's wounds should be tracked separately. When rolling for an active Time Bomb, subtract one from the result for each wound marker on its card. An unmodified 20 will still deactivate the glyph.
Thoughts?
Pretty interesting. Is the theme here to try and blow the Bombs up with attacks? Because the lower you roll, the more likely you are to blow it up and cause greater damage.
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  #43  
Old April 5th, 2010, 05:20 PM
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Re: Fast Lane - a competitive C3G map

Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by mad_wookiee View Post
Built and updated the VS file with a few small stability fixes that shouldn't affect gameplay. It looks fantastic - I'll try to post some pics later if I get a chance. I also added two Time Bombs to the bridge. I'm thinking of including the following special rule for the Time Bombs:
Quote:
For this map, treat active Glyphs of Time Bomb as destructible objects with unlimited life and zero defense. Place one wound marker on the glyph's card for each successful hit inflicted on the glyph. Each glyph's wounds should be tracked separately. When rolling for an active Time Bomb, subtract one from the result for each wound marker on its card. An unmodified 20 will still deactivate the glyph.
Thoughts?
Pretty interesting. Is the theme here to try and blow the Bombs up with attacks? Because the lower you roll, the more likely you are to blow it up and cause greater damage.
That's the idea, yeah. It's a way to give some measure of control over the process instead of just waiting for it to blow. Also, when combined with Knockback, it could make for some interesting gameplay - knock a dude onto the bridge and then blow the bomb.
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  #44  
Old April 5th, 2010, 10:45 PM
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Re: Fast Lane - a competitive C3G map

That looks really cool then.
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  #45  
Old April 15th, 2010, 07:50 PM
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Re: Fast Lane - a competitive C3G map

Got in some playtesting tonight. I really like it - I think the time bombs are perfect for messing with strategy for the bridge. There was action all over the map, and the glyphs as destructible objects rule worked great. I added one additional rule to bring the time bombs into play more effectively:
Quote:
Proximity Fuses: Glyphs of Time Bomb are activated when a figure moves within three spaces of the glyph.
I'd be interested in any further comments or feedback - if there are none, then I think it's ready.
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  #46  
Old April 18th, 2010, 02:06 AM
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Re: Fast Lane - a competitive C3G map

If there aren't any other comments, I propose that this map be finalized.
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  #47  
Old April 18th, 2010, 02:39 AM
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Re: Fast Lane - a competitive C3G map

YES
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  #48  
Old April 18th, 2010, 05:07 AM
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Re: Fast Lane - a competitive C3G map

I vote NO. I think that several Glyphs of Time Bomb are complicated enough without adding another layer of complexity with your Proximity Fuses rule. I think that if you want to dice things up a bit more, you should just add more Time Bombs on, around and maybe even under the bridge, but definitely keep them very close to the bridge if they are not going to be on it. Also, I am not sure I like the tree placement in the corners hiding those other two random glyphs. I just think that there should be another way into or out of that area, and you can do that by removing one tree in that corner.

Anyways, those are my , sorry for being so picky, but I like this map and I just want it perfect... at least my definition of perfect.
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