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  #37  
Old January 13th, 2024, 11:15 AM
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Ericth74 Ericth74 is offline
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Re: Kamar-Taj Map - Public Playtesting

I'm probably going to look for one more set of tests. After some discussion with the testers there are a couple of tweaks that are going to be made. I'm going to move 2 pillars to more of the center of the map for some line of sight blocking. I'll also add around 6 medium sized objects that can be thrown. One tester mentioned that the map felt a little to open without them and I do agree. I'm pretty sure I where I would like to place them but tests will help with that.
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  #38  
Old January 17th, 2024, 06:57 PM
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Re: Kamar-Taj Map - Public Playtesting

Tested this again with Eric today. Not sure I need another formal write up. Just will say that I dug it and I thought the column changes were nice and everything was placed in good spots. I feel like I use a different part of the map every game I play on this. It's good to go in my book.

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  #39  
Old January 17th, 2024, 07:35 PM
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Re: Kamar-Taj Map - Public Playtesting

Yeah although in both our games we didn't use the throwable objects it was nice that they were there. I tried to take into account their location when moving. The center pillars added just enough LoS blocking and visually makes the center of the map feel less barren.
I feel go about moving this map forward in the process.
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  #40  
Old January 17th, 2024, 07:36 PM
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Re: Kamar-Taj Map - Public Playtesting

I propose a vote for final editing
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  #41  
Old January 17th, 2024, 07:37 PM
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Re: Kamar-Taj Map - Public Playtesting

Yeah, the new pillar placement made me feel better about being able to move past the trees to the road on the side. Too much of a killbox without that extra protection.

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  #42  
Old January 17th, 2024, 07:37 PM
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Re: Kamar-Taj Map - Public Playtesting

yea

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  #43  
Old January 19th, 2024, 04:49 PM
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Re: Kamar-Taj Map - Vote for Final Editing

I was just about to write up my playtest, we did a second game last night. Was there new pillar placement after the the pdf you sent me, @Ericth74 ? FWIW, the holdup was that we had a Freeze that kept our local game shop closed on Tuesday, our usual Scape day. Let me know if you still want/need it.

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  #44  
Old January 19th, 2024, 04:56 PM
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Re: Kamar-Taj Map - Vote for Final Editing

Quote:
Originally Posted by Spidey'tilIDie View Post
I was just about to write up my playtest, we did a second game last night. Was there new pillar placement after the the pdf you sent me, @Ericth74 ? FWIW, the holdup was that we had a Freeze that kept our local game shop closed on Tuesday, our usual Scape day. Let me know if you still want/need it.
No worries. Any info or comments/feedback is appreciated. You can just post here or use the form. The pdf download that is linked in the OP is up to date. The pillars in the center of the map were moved forward. 6 medium sized generic objects were also added that can be thrown.
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  #45  
Old January 19th, 2024, 05:28 PM
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Re: Kamar-Taj Map - Vote for Final Editing

We really liked the map. Played several Kaiju on it and didn't have problems placing them on the map, as was. Map as very fun, we played it without the Glyph both times. I think the throwable objects is a smart add. Will make the map just a bit more interesting and fun. Only thing of note is that I only have two Trees of Death/Life, so we used a Great evergreen in place of that pillar and Tree of Death combo. It is an easy substitution because of the build. Also, unpacked my totes and built the map in exactly an hour, which is a big plus, IMO. Also tear down when the game was over, took 30 minutes or less.

Overall Look: Looks good. IMO, looks like the place its intended to be.

Stability: Very. Built in realtime twice, once by my roommate, (his first build) and once by me (only took an hour).

Build difficulty: Not at all, especially when you add bases and pillars at the same time. They all fit in really nicely.

Size: Larger size map. Smaller than we are used to, but very good build. All areas except start zones seemed to get play during the course of two games. We played 2000 point team games both times. I would not move the start zones in, attacks were made in Round 1, but no one in start zone was ever attacked. Which feels pretty perfect to me. I really like the current size, because it can work for 2v2 or 1v1 very easily.

Unit types positively affected: Being a large map fliers or figures with big moves feel like they could take advantage, bu the nooks and crannies of height around the Trees of Life make placing tactically there much more appealing.

Unit types negatively affected: Slow movers. Figures with low attacks. both of which can be countered by making the Trees of Life into Trees of Death.

Key areas on the Map: Most areas of the map were used, but mostly around the Trees of Life. Height on the road saw some action as well.

Areas not used much or at all: Pretty much the whole map was used except the start zones.

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  #46  
Old January 19th, 2024, 05:33 PM
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Re: Kamar-Taj Map - Vote for Final Editing

Thanks Spidey!
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  #47  
Old January 19th, 2024, 07:21 PM
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Re: Kamar-Taj Map - Vote for Final Editing

Quote:
Originally Posted by Spidey'tilIDie View Post
I was just about to write up my playtest, we did a second game last night. Was there new pillar placement after the the pdf you sent me, @Ericth74 ? FWIW, the holdup was that we had a Freeze that kept our local game shop closed on Tuesday, our usual Scape day. Let me know if you still want/need it.
Yeah heard they had highways closed off for you guys. Not often you get hit harder than we do with cold weather.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #48  
Old January 19th, 2024, 08:00 PM
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Re: Kamar-Taj Map - Vote for Final Editing

Still looking for 3 more votes here.
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