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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV. |
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#49
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Re: Request for Workshopping
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For example if I wanted to move the glyphs out of the middle of my Tree of might map and put them somewhere else on the map could I? Even though for the contest it was required to be in the Wellspring? |
#50
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Re: Request for Workshopping
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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 |
#51
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Re: Request for Workshopping
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#52
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Request for Review
Spoiler Alert!
Here is what I have worked up to try and make Tree of Might more competitive. I'll try to cover the changes below. My intentions for this map is to balance it out for competitive play. It may not reach full tournament worthiness but I hope to get it close enough for at least casual competitive games. 1. Moved the 7 hex's near the start away from the start zones and used them to spread the map out. Overall height of the map is lowered but more strategically placed to encourage play across the map. 2. With the open space added by moving the 7's I moved the trees and bushes around to make it feel less congested but still offer cover. I also added a few more paths to cross the map easier laterally. 3. I moved trees into the straight path on the "close glyph" side to make it more balanced for each side by forcing them to travel around the tree. I think they are both 2 turns away with a 5-6 move character. Flying would gain an advantage from going over the tree but it would still take the two turns. 4. Lowered the strength of the glyphs so it wasnt an absolute to fight over the middle. (I'm very bad at choosing glyphs. I am open to suggestions for which to trade out with) I look forward to the feedback. I feel like I have learned so much over the course of this contest and hope to keep learning. Last edited by vvildeyedjoker; June 14th, 2017 at 12:39 AM. Reason: Changed the layout of the post. |
#53
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Re: Workshop Thread
@vvildeyedjoker
it's looking better and I think you're starting to get there, but I'd like to see it get a little more work, so for now I vote to review...and here's why:
Lots of things to consider, but you're getting there..keep up the good work. Other judges? @BiggaBullfrog @Tiranx @TREX 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 |
#54
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Re: Workshop Thread
Size and stability are a big factor. If the map isn't stable, transporting it and playing on it are a pain. If the map is too big: It will not get the whole area of the battlefield played, and it will be hard to transport or fit on a tournament table. In my opinion, players playing on this map have really no reason to run to the sides except for it they want to camp out on the highest parts of the map. This map feels like you would charge for the road, rush to take glyphs or try to bomb the enemy from the middle of the map as it is the most easily accessible. It seems like the map is very large in the sense that if you have 4-5 move characters that don't fly. It will take the entire first round to get to the glyphs. This makes it flow less smoothly. Characters will not use the sides unless its a last ditch effort to camp on high ground because they are getting beaten. Its still out of the way enough that it would less likely be used as the glyph area is much more appealing. Biggest thing wrong here is the size. I'm not sure how you theme comes across. Utilize the terrain, so that it gets used. Glyph placement helps out there. Hope that helps.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#56
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Re: Workshop Thread
I'm glad to see you resubmitting this map, vvildeyedjoker. I think it has some cool potential. That said, I've got to echo what my fellow judges have said in that it's still not there yet. Hopefully it's not too frustrating to hear us bounce back and forth (too tight, too big), but finding the balance of things is a huge part of map making, so please bear with us!
That said, I'd like to clear up what may have been a misunderstanding between us and you when you were getting feedback. We did talk about how tight the pathing on the map was and how easily congested it would be. This was caused by a lot of 1-hex pathways going through the map, created mainly by jungle pieces and the road walls. Even though there were a lot, those small paths are easily clogged and controlled by two of the most competitive armies - Rats/Raelin/Range and 'Trons - meaning they'll dominate on the map. That's why we'll bring that up as an issue. So your second draft has a lot more open space, but as the other judges mentioned, it's gotten too wide. It's got a lot of flat ground that isn't doing much for the map. Like we said, there's a balance to be reached, but where I think the misunderstanding came in was us not relaying how close your first draft was to being great. It doesn't need to jump to clear open spaces. Rather, it just needed some tweaking and fiddling, opening up a path here and there, and moving that 7-hex to a more strategic location. Also, this is just me talking, but I would take out the road walls that you have in the map. All they're really doing is causing congestion and keeping units from moving around the map as well as they want to. But that's up to you. I also preferred the placement of your jungle pieces in the first draft - they were placed well enough to pretty much guarantee that units will have cover when skirting the edges. Naturally, when you open things up, the placement will probably have to change, but I would go for the same effect. Again, thanks for being willing to workshop with us! I'm excited for the future of your map! 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 |
#57
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Re: Workshop Thread
I second Bigga's clarification...he's right on point. Your first map just needed some minor adjustments not a complete overhaul...I apologize for not being clearer myself.
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 |
#58
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Re: Workshop Thread
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My heroscape experience has mostly been with huge maps and long story/scenarios. So things like congested areas to fight through or large high ground was something I used as a good thing to add to the objectives and story. As far as size of maps goes my average map before this was planned to fill up a pool table so that will take a little bit to get a feel for. So the feed back you guys are giving me really helps me to understand the whole picture instead of just bullet points. TL : DR The competitive scene has added so much life to my game nights and I appreciate all of you sharing your wisdom with me. Last edited by vvildeyedjoker; June 15th, 2017 at 12:00 AM. Reason: spacing |
#60
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Re: Workshop Thread
My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
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