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Maps & Scenarios Battlegrounds and scenarios |
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#3445
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Re: Battlefields of Valhalla Discussion Thread
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As for the other stuff you mention regarding reinforcements fall into the realm of scenarios and the decisions that tournament directors make about specific tournaments. We stay as far away from those as possible. Although with the new Treasure Glyphs, we seem to have two options: 1) Ignore them altogether or 2) Add something to our guidelines to address them. So far we've ignored them. But I believe we are very close to announcing a change to our guidelines as a way to accomodate them. DUND is underestimated and under-rated. |
#3446
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Re: Battlefields of Valhalla Discussion Thread
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#3447
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Re: Battlefields of Valhalla Discussion Thread
Update 4/30/10
Logged nominations and votes Yes to review Underground Iceways by Kahrma, and Riggler Moved Undergrond Iceways to under review Yes to induct Slash and Burn by Riggler No to induct Versuvian by Riggler Yes to induct Striking Distance by Dignan Maps pending acceptance for review: None Maps currently being reviewed: Striking Distance by Dignan YES = 2 (Riggler, 1Mmirg) ; NO = 1 (Matthias Maccabeus); Pending = 2 (Kahrma , nyys) *Dignan removed from process per being map creator Noctis by Mad_Wookie YES = 1 (Riggler) ; NO = 1(Dignan) ; Pending = 4(1Mmirg, Kahrma, Matthias Maccabeus, nyys) Slash and Burn by Dignan YES = 1 (Riggler); NO = 1(Matthias Maccabeus) ; Pending = 3 (1Mmirg, Kahrma, nyys)* Dignan removed from process per being map creator. Vesuvian by dok YES = 1(Matthias Maccabeus); NO = 1 (Riggler); Pending = 4 (1Mmirg, Dignan, Kahrma, nyys) Migol's Gate by Velenne YES = 0; NO = 0; Pending = 6 (1Mmirg, Dignan, Kahrma, Matthias Maccabeus, nyys, Riggler) Underground Iceways by 1Mmirg* YES = 0; NO = 0; Pending = 5 (Dignan, Kahrma, Matthias Maccabeus, nyys, Riggler)*1Mmirg removed from process per being map creator. DUND is underestimated and under-rated. |
#3448
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Re: Battlefields of Valhalla Discussion Thread
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Seeing as how glyphs came with Wave 1 and we don't list that among building materials I would take that to mean that either one of two things: Wave 1 glyphs aren't usable at all or set requirements do not have anything to do with using glyphs. I'm going with the latter. IOW, Yes, you can use use a SotM glyph in a non-SotM build and it would be ok for BOV. DUND is underestimated and under-rated. |
#3449
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Re: Battlefields of Valhalla Discussion Thread
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#3450
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Re: Battlefields of Valhalla Discussion Thread
I think there's a good reason why there are 24 hex start zones.
Last edited by rednax; May 1st, 2010 at 12:15 PM. |
#3451
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Re: Battlefields of Valhalla Discussion Thread
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Check out Gulp's Glyphs Not Worth Grabbing and Gulp's Abilities Not Worth Activating! Very Useful Thread: The Heroscape Library "Heroscapers.com is not a charity site for the illiterate." -Gbob
Last edited by Gulp; April 30th, 2010 at 11:18 PM. |
#3452
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Re: Battlefields of Valhalla Discussion Thread
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#3453
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Re: Battlefields of Valhalla Discussion Thread
Grungebob did some study a couple of years ago, for tournament purposes, about how it was start zone size, rather than army point count, that seemed to determine how long games (naturally, i.e. without a time limit) ran. I can't seem to find those postings, though...sorry.
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#3455
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Re: Battlefields of Valhalla Discussion Thread
Noctis by Mad_Wookie
This is a well-constructed, aesthetically-sharp, and intense map. Play is fast and fun. I like the use of shadow tiles to offer a safer (though low) route through the middle, as well as their use elsewhere to offer some low counters to high spots. The water is nicely deployed to make claiming the high ground difficult; the LOS blockers are nicely arrayed to keep ranged units moving as they try to track their targets (I wouldn’t mind seeing them raised up a bit, to be even more effective, but there are I recognize limited pieces to use). In all, this is a tight, smartly-build map. However (and you knew that “however” was coming ), this map does have a handful of problematic issues, that I’ll group into two areas of concern: 1) The glyph placement – close together and low in the center (along with the climb needed to get to the height at the edges or even just to skirt around the center) – leads to a King of the Center effect. Almost all units and resources pour to the center or the mid-levels of the adjacent hills. (Only the AE ever stepped foot near the corners of the map from what I saw.) I think if the glyphs had been pushed outward a bit (perhaps on the (relatively) low rock spots near the highest points of the map; some other adjustments might have been needed still) that play would have been a lot more balanced, more choices would have been offered, and the King of Center effect would have been eliminated. (The shadow spaces – and the close proximity to the enemy through the valley – should still have made the center viable and active, but not so heavily so.) 2) Terrain height differences – especially those 3 and over – make this map very hard to navigate for units (particularly melee units). As Dignan has pointed out these differences also give the Rats “cover” in guarding glyphs from the outside edge, but beyond this it makes the map, which at first glance doesn’t seem too large, play much larger than it is, especially for melee units. In my opinion, melee units take quite a beating on this map. The central canyon, for example, only has two places where a unit can exit on the enemy’s side that don’t require a full four space move (and these still are two-high climbs). With ranged units dancing around the upper fringe (which for all practical purposes is the high point of this map) and any blockers in the center, melee units get chewed up incredibly quickly trying to scale the canyon walls, or skirt the uneven edge. (One other effect of this are virtual choke-point--aside from a few other choke points on the map, even more are made because height differences make it incredibly difficult to skirt a blocking figure--and, for Dwarves, going around a figure ends up being a disengage, because of their height.) I like this map – it is fun, it makes nice use of the BftU, it is definitely attractive and well-built, it takes a smaller amount of terrain and makes it feel like a lot more. But for me, the glyph placement, the central focus with so much of the periphery left (generally) unused, the difficult to navigate height differences and choke points, and how rough this map plays for melee, all make me finally (sadly) say NO to inducting it into the BOV. This is a beautiful, refined, and enjoyable map, but feels just a bit off for me. I’d love to see the concept revisited. Thanks for being one of the very first into the BftU fray, Mad_Wookie. I love your work and hope to see more of it (maybe even this map again). New? Read this. | The INDEX 2.0 | Mmirg's Maps Magnify Your Scape: BoV | SoV | C3V (Playtest!) | C3G The Dice Tower Con w/ Scape! |
#3456
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Re: Battlefields of Valhalla Discussion Thread
Regarding the start zone issue, it's simply not feasible for BOV judges to playtest every possible start zone standard that people might wish to use. Instead, they test the most commonly used start zone size. Of course tournament directors can use different limits if they chose. If you'd like to play a tournament using smaller or larger start zones, that's an issue to raise with your local TD.
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