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Maps & Scenarios Battlegrounds and scenarios |
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#49
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Quote:
|| My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#50
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Like the containers!
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#51
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Morsbane's Flying Tower
Three armies converge on a mystical tower whose prize proves as elusive as victory. Build Notes: You'll need 2-3 castle sets for this one, some VW (but not much), and around 3 master sets. Map is designed for 2-3 players. Setup: Sorry, no VirtuaScape this time as I developed this one as I went instead of drafting it up first. It's a big map, so plan on giving it a good surface area if you want to recreate it. You'll also need some tape (I used duct tape) and a marker or some other way of marking the teleport zones. Rules: - Starting zone 1 is behind the raised grass tiles and left of the 7-hex rock tile in the forested area. - Starting zone 2 is any rock tile near the lava. - Staring zone 3, if necessary, is any sand tile. - Flying Tower: The Tower is an independantly built ring of castle walls. After the last player has taken his/her turn for the round and before any other game mechanics take place, that player rolls a d20 to determine the location of the tower for the following round. Move the tower to the corresponding location as follows: -- 1-5: Atop the Keep and centered. -- 6-10: Centered on the 7-hex rock tile in staring zone 2 (Lava zone) -- 11-15: Centered on the 7-hex rock tile island in starting zone 3. -- 16-20: Centered on the 7-hex rock tile near the grass hedgerow in starting zone 1. -- If a figure occupies one of the tiles the tower is attempting to land on, that figure is destroyed. (Splat!) -- Orient the tower in precisely the same manner it was oriented in the previous round relative to ladder positions and facing. Victory Conditions: - Terminate all opponents. Overview Beach and Outpost - Starting Zone 3 (Note position of Defense glyph) Tower moved to Starting Zone 2 area (Note position of Wind (atop tower) and Healing (behind ladder) glyphs) Tower moved to Starting Zone 3 area (Note position of Range Glyph in far right side) Keep, tower moved off (Note position of final glyph, Move +2, on the bridge) || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#52
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Very cool element to a map / scenario. An entire chunk of terrain that moves. Thank you. You have opened up another creative map making element for our large map games. I think this could prove very interesting indeed.
Kudos to your creativity!!!! |
#53
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Thanks!! I think in my next map I'm going to have entire chunks of the map be rotate-able.
|| My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#54
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Nice high bridge!
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#55
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Velenne: We built a new Map and Scenario and one of the elements is a tower than moves around the board (Kyr-Lodin's Tower). I have posted the map and scenario in the Map Scenario section of the site. Thanks for the cool idea. I wanted to let you know you inspired us.
BTW: My figs were the only casualties being crushed by the tower. *grin* Such is life. |
#56
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Depths of Feylund
Plunging into the depths of the elven world, two armies attempt to navigate the multilevel, magical passages and decimate the competition. Build Notes: You'll need at least 2 Castle sets, 1-2 VW, 2-3 Road sets, 1-2 tundra, and many master sets to complete this megamap! Setup: This is the tricky part. You can see from the pics below that the walls are connected to the 24-hex grass pieces using ladders for stability. I've also used paper clips to support these two interconnected tiles for additional support. Once the pieces are placed on top of them, that should lend more support still and provide for a pretty solid structure. Just don't bump it too hard! Rules: Ice and Snow tiles: These tiles do not use the normal rules for movement. Instead, do the following when a figure moves onto one of these tiles: -- Ice: When a figure steps fully onto the ice tiles, he must teleport to any snow space not currently occupied by another figure. This ends that figures movement. -- Snow: Figures may walk normally over snow tiles. Molten Lava and Lava Rock: These tiles do not use the normal rules. Instead, do the following when a figure moves onto one of these tiles: -- Molten Lava: When a figure steps fully onto the lava tiles, he must teleport to any Lava Rock space not currently occupied by another figure. This ends that figures movment. -- Lava Rock: Figures standing on these tiles at the end of the round do not roll for damage. Victory Conditions: - Terminate all opponents. Overview Ramp leading up to Level 2. Ladder supports and side view Level 1 view from beneath the overhang. Note placement of wind glyph. Level 2 view from beneath the overhang. Note placement of healing glyph. Summon glyph is in the corresponding place on the opposite side. Level 3 Underside showing tile placement for maximal stability. Walls in foreground Level 3 Topside. Note position of healing and summon glyphs. || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#57
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That is awesome I couldnt imagine trying to build it but I would love to be able to play on a map like that. That is too sweet!!
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#58
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#59
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Here's nether's thread with all his funny stickers.
The Depths map was definately a logistical challenge. What make it work are the ladders holding the tiers together, and the layered 24-hex tiles that distribute the weight evenly. That and having a crapload of tiles. || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#60
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Thanks for the link to the stickers I dont know how I missed it all this time.
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