Yngvild Pass by Sheep
Yngvild Pass is a really fun map. I watched several OHS games on it last week and it really made for good games across all the matchups that I was able to see.
Obviously it's most similar to Platypus, but it has two major advantages (both relating to the glyph areas) that in my opinion make it a superior map.
The first benefit is that the glyph area has an extra hex of width. This means it doesn't get clogged in the same way that Platypus can, and the glyph areas flow more freely.
The second benefit is that the central passages are also an extra hex wide, meaning that the level 3 run can be attacked from both sides. This is accomplished without adding much extra width to the map vs. Platypus (16 vs. 15 hexes wide) because the divider between the central lane and the glyph section is 0 hexes wide (a ruin) vs. 2 hexes wide (a 4-hex glacier).
I find the subtle asymmetry of the 2 ruins here very nice, both configurations protect the glyph from LoS on most/all of the level 3 run, and then the ruins are placed to avoid choke points as much as possible from there. With Percolator getting some upvotes recently, I'll just say here that this map would work nicely with either double small ruin or double large ruin, or (obviously) the way it's presented here.
I had one person ask me how a map can be good with so much height being same-level (26 level-3 hexes). I will note that this is comparable to some other WoS maps (Platypus has 18, H&D has 24), but I'll also point out that all the height runs here have some forward momentum to them, which means that in practice none of them feel campy.
to induct.