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  #361  
Old April 17th, 2011, 05:13 PM
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Re: Dignan's Maps - New Map 4/16

Good perch, but it also looks like there are enough LoS blockers around to be an issue for her.

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  #362  
Old April 17th, 2011, 05:49 PM
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Re: Dignan's Maps - New Map 4/16

I built (and proxied as I don't have TT) Wintergreen, and it looks great! One potential problem are the random glyphs to each side. They are another huge pull factor away from most of the rest of the board. Most of the gameplay will result there, and it will make games slow and more boring.

That being said, it still is an awesome map. One last criticism- the height and glyphs that I am worried about is pushed more to one side. It takes 9 move to get to the hill from one side, and 7 from the other. In my game, the closer starting zone to each was dominant there for pretty much the whole game.

This is based on just one game, though, and I imagine you've put in way more playtesting. Just a heads-up.

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Last edited by Robber; April 18th, 2011 at 12:51 PM.
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  #363  
Old April 17th, 2011, 05:54 PM
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Re: Dignan's Maps - New Map 4/16

The glyph pull I think is the idea in order get action to that area of the battlefield. Without them everything would center around the height in the middle.

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  #364  
Old April 17th, 2011, 06:28 PM
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Re: Dignan's Maps - New Map 4/16

Quote:
Originally Posted by Dignan View Post
DrL made a map a few weeks ago that featured swamp terrain and snow. I really dug the look of the dark green and the snow tiles together (along with a nice mix of trees).
Yeah, I got the chance to play on DrL's map. It was nicely done, aesthetically pleasing to the eye, and fun to play on.

I'm glad you used that concept (swamp grass with snow) with Wintergreen. It looks like a fun one and I cannot wait to try it out. Kudos, Dignan.

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  #365  
Old April 23rd, 2011, 10:47 AM
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Re: Dignan's Maps - New Map 4/16

Update 4/23

Well, I decided to do a little ham-fisted edit to Wintergreen. I wasn't a big fan of allowing the Raelin Perch move from the start zone. So I did a little bit of a sloppy change to fix it. I think it will perform a little better.



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  #366  
Old April 23rd, 2011, 12:37 PM
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Re: Dignan's Maps - New Map 4/23

Update 4/23

Also, new map: I finally finished tweaking this new split start zone map. It took forever. I had planned on uploading it before Turnstile, but it just wouldn't play right. I think I've finally got it worked out to the point I like.

Map:
Proximity
Date Uploaded: 4/23/11
Requires: 1 RotV, 2 TT
Normal snow, normal ice.

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  #367  
Old April 23rd, 2011, 02:05 PM
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Re: Dignan's Maps - New Map 4/23

Is it intentional that a rat on the glyph can't be attacked by a range 1 figure (or chomped/cyberclawed/tactical switched/etc) from above? That seems like a significant flaw; am I missing something?
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  #368  
Old April 23rd, 2011, 03:59 PM
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Re: Dignan's Maps - New Map 4/23

Quote:
Originally Posted by dok View Post
Is it intentional that a rat on the glyph can't be attacked by a range 1 figure (or chomped/cyberclawed/tactical switched/etc) from above? That seems like a significant flaw; am I missing something?
Arggg.... I think I just forgot to change that before I uploaded it. This map has been revised a ton. Usually I do my VS file after the map is done, but I kept revising this one. As I was revising the physical maps, I must have missed this changed in the file. I'll get a the revision uploaded here shortly.

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  #369  
Old April 23rd, 2011, 05:04 PM
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Re: Dignan's Maps - New Map 4/23

Proximity looks interesting - I like the split start zone maps, but I don't see a start area large enough to place the hive.
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  #370  
Old April 27th, 2011, 07:50 PM
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Re: Dignan's Maps - New Map 4/23

Quote:
Originally Posted by Retlaw View Post
Proximity looks interesting - I like the split start zone maps, but I don't see a start area large enough to place the hive.
Good catch. Thanks to you and dok, I've been able to remedy two mistakes. I've adjusted my build instructions and the file has been updated.


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  #371  
Old April 27th, 2011, 08:00 PM
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Re: Dignan's Maps - New Map 4/23

Nice change. I love how certain areas are basically reserved for fighting in one area, but the humongous advantage flying figures have because of all of the water and glacier placement.

Z-bombs look killer.
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  #372  
Old April 28th, 2011, 08:23 AM
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Re: Dignan's Maps - New Map 4/23

Quote:
Originally Posted by Robber View Post
Z-bombs look killer.
Yeah, Zelrig can be a huge factor in split start zone maps. Ideally maps like Proximity would be used at an event where there are several more traditional or long maps to dilute the effect of Zelrig on the overall event.

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