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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV. |
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#37
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Re: Request for Workshopping:Forgotten Sanctuary
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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 |
#38
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Re: Workshop Thread
Hmm... I see what you are saying but I could easily follow Superfrogs example and (attempt to)change thecore design up to a more straightforward and balanced degree and potentially neuter the fundamental flaw that plagues the map of imbalance . I actually had an idea looking at some of the other top tens. Make a hexagonal castle (put 5 or so 7 hexs together make a moat with ramps going up to it ladders in it and rubble in it and trees and wall blockers galore.
And these "Standards", Is there a defined play dimension for tournament maps? I know Arv is 1MS and 2 EXP but does it have to have a certain footprint to be deemed within tournament regulation. Missing 24 Units until I have 1 of everything. Missing stuff from waves 4,7,8,9,10,13 AA,Skahen Brown & Woo My Tradeslist : http://www.heroscapers.com/community...ad.php?t=51248 Last edited by TheTravelingScaper; June 4th, 2017 at 04:02 AM. Reason: added text |
#39
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Re: Workshop Thread
In general: big castles =/= a tournament map. It just becomes too easy for range (especially flying range) if they gain the height first. Roads and ladders and glyphs can help, but if you look at BoV maps, for instance, you won't find more than 1 map with castle pillars. And if you look at the BoV tier thread that was started, I think that's near the bottom.
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#40
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Re: Workshop Thread
@superfrog
said it well
@TheTravelingScaper
. The core design of your map is the fact that it is a castle map. Castle maps for competitve play favor certain builds too much and instead of making it fun, you have frustrated people because the map beat them. Take dragon builds for example (which by the way are very competitively played), can you imagine being at a tournament and the entire time your opponent perches on top of the castle with the dragon ,out of reach, and just blasts your army? You would be devastated. We at the ARV love all submissions. Your maps are still unique and archived in our Archive Thread where people can still decide to use them for personal use. BUT then we evaluate those that have the best potential for being competitve and give our "sanction" as a means for tournament directors and players alike to know which of the maps are the best for tournament/competitve play. It's okay that your maps are not designed for competitive play, and I think it would be really neat for you to touch it up as it is to make it a really fun scenario map or casual game...and people will still use it.
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 |
#41
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Re: Workshop Thread
Can you please provide feedback for this:
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My Maps: Classic; Marvel My Customs: Dr Who | Terrain | Star Wars Card Template | Repaint & Mods | Playing Card sized Cards Helmaverse | Helmaverse League International C3G Links: C3G Super Hero Draft cards | TableTop Simulator C3G Map additions | Heroscape Dice Roller |
#42
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Re: Workshop Thread
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But like I said, it looks great, and so does the .pdf! In fact, I was meaning to ask you (not to derail the thread too much): did you do that yourself or is there a program that you used to make it? I really like the presentation and especially thought that the way you incorporated the wellspring into the victory conditions for your scenario was really awesome! 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 |
#43
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Re: Request for Workshopping:Forgotten Sanctuary
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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 |
#44
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Re: Request for Workshopping:Forgotten Sanctuary
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This... this is very true and reasonable logic. Due to the core design of my map only about 1/3 will be used. One possible thing (scenario) I can foresee is have 2 people team up against a person who is starting in the castle,while utilizing the poorly thought out start-zones.( To win,the attackers get a greater number of points worth of figures than the defenders figures within its walls at the end of any round after the 3rd.(maybe poor isn't the phrase; they just aren't appropriate for this format due to a lack of uniform army build for the ARV/BRV/Tournament and as @Sir Heroscape )said previously or implied, the map is half as important as the army you draft or bring. As such design choices ,such as The lack of any way for a double spaced non-flying figure to traverse to the top is a major balancing issue considering flying range,(Protectors Mimring among others would just rain hell upon everything below.) I myself am probably going to start a map thread in the near future and see how that works out and experiment and get some feedback to test and see what really makes a map pop visually and what makes at balanced at the same time. Missing 24 Units until I have 1 of everything. Missing stuff from waves 4,7,8,9,10,13 AA,Skahen Brown & Woo My Tradeslist : http://www.heroscapers.com/community...ad.php?t=51248 |
#45
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Re: Workshop Thread
@A3n
Bigga couldn't have said it much better. In addition to his comments, I will also add the map is very long. It could take potentially the while first round just to develop an army (especially melee) into any engagements or good position. Map size is and was a factor in scoring the Top 10. Competitve maps generally allow for some action to take place within the first round and this map design makes that difficult. This is important because in a tournament setting, there is a time clock as well as limited space. A tournament director likes to be able to get at least 2 maps on a table, and this one would take up just over half of a table making it hard to put any other map down. Also if you're taking such a long time developing your army through the map, it will take a lot of time off the clock and many games could potentially be "called to time"...and nobody likes that. Those are a couple practical reasons it scored lower for me but nonetheless important. That said, aesthetically and thematically very well done (and I would also like to know how you did that .pdf trick )!!
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 |
#46
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Re: Request for Workshopping
I was hoping to get feedback on this one. I personally liked this one better then my other one but I would like to hear the judges opinion.
Looking at the other submissions I'm thinking it is a little small. Also the two Glyphs so close together would be a hard nut to crack if one side took both, i guess it just didn't happen enough in play testing for me to think about it. Title: Tree of Might Author: VVildeyedjoker Req: 1 Rotv, 1 RttFF, 1 TJ
Spoiler Alert!
Last edited by vvildeyedjoker; June 6th, 2017 at 07:51 PM. Reason: added 2c |
#47
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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 |
#48
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Re: Request for Workshopping
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There's a heavy glyph imbalance - one side has easier access to one of the glyphs than the other. This is heightened by the fact that the Defense glyph is much better than the Unique Attack glyph, so whoever is closer to it is going to have a distinct advantage. I was also pretty worried about left-right flow on the map. In the middle of the map, there are only the two one-hex wide bridges going across. Even close to the start zones, the 7-hex high ground is a road block to movement. Those points don't really allow the map to breathe as much as it should. The map itself isn't super big, but it does take a lot of movement to traverse. Making better paths would help that. Overall I like the look of it and think it has some great potential. It's kind of reminiscent of Invasion in the BoV. You did a great job at spreading the jungle around for good cover (although it's all next to fairly high ground - on this map I don't think it's as bad of an issue but usually you'll want it on even lower ground). As-is there is plenty that I both like and don't like about this map, but I do think that with some work it can be a really great 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 |
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