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Maps & Scenarios Battlegrounds and scenarios |
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#25
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I can't wait to see your ideas cavie cos that volcano erruption idea looks good...also i really like the idea of adding on extra tiles after each round...makes for a more interesting game!
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#27
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your map mount rush is impossible to build the 1st level it shows on the pdf, or maybe youve already changed that.
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#29
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Hey Chicano, I just played about 4 or 5 games on Death Valley. Its a neat map! Its very different from any map I've payed before.
Some observations: Nilfheim is unstoppable on that map. That map taught me to love mass venoc vipers. Marrden hounds do exceptional as well. You have great skill in stretching 2 master sets. We tried some CTF games on that map, but they just turned into 'kill missions' Thanks for the map! Sudema is top notch in Heroscape: Legacy. Try out this alternative unit cost system at your next game day or tournament. |
#30
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Aaah memories
death valley - my first 2 ms map =) I think Nilfheim wasnīt released yet when I builded this map (and still isnīt released in germany :-/ )
Thanks for your comments, always nice to read some game experiences from other scapers on these maps. I think Nilfheim as a flying unit with range will rule almost anywhere.. Do you think that certain units ruled due to the layout of the map? Perhaps some ruins would help in this map to block some LOS always good to help the poor melees . Iīve not tried a CTF game yet (well except for quake, unreal tournament ) Are there any well-tried rules, where can I get those? Chicano. |
#31
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I dont know of any tried and true CTF rules.
One time we did use a custom glyph that gave +2 defense against range. It seemed to balance the map pretty well. Nilf was able to use the heavy terrain and the rivers to his advantage. Melee couldn't attack him because he would keep hopping over the streams. I think that map was all about crossing the rivers, and being fast. If the starting positions were on high ground, things would be different. But as it is, ranged units couldn't move onto the high side zones because it would take about 3 turns of just moving. I think a tough terrain map like that is better suited for an objective based game. We tried a scenario where 2 players had to stop a single player from running from one starting zone to the other. It showed promise, but we didn't balance it right so the runner won easily. The runner also killed my Sir Dennrick in a single hit. 5 skulls, no shields. But that is another story.... Sudema is top notch in Heroscape: Legacy. Try out this alternative unit cost system at your next game day or tournament. |
#32
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Quote:
Quote:
Quote:
Chicano. |
#33
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Hi Scaper!
I thought of a little new map and i need some feedback to elvove it right... (-: Bridge Switch The main idea is that at the right end of the map there are some glyphs, figures may go trough the valley, but it will take longer. Over the water on the right side and the island blows a wind of Rannveig, so no flying is allowed to get to the other side to the glyphs at the big tree. And now the new part: bridge "mecanics" There are two glyphs of brandar, which switches the bridge to the respective side, so your figures can walk to the other side. If both glyphs are occupied the bridge wonīt move. If the opponent holds his brandar glyph, you will have to destroy him, to be able to move the bridge with your own brandar switch. The bridge moves with all figures on it! an alternative could be, that the bridge switches constantly after, letīs say... 2 turns. And even on a third position, like this (-: Any thoughts, criticism, ideas are welcome. thx, guys! (Cavie.. changing terrain. Perhaps this could be something for your collection?!? =) Chicano. |
#34
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What if the bridge switched every round?
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#35
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mmmh, i rethink the idea and i like it better with the switches, but with a little tweak
the graphic cyles through: - upper brandar is occupied - down brandar is occupied - both brandar are occupied I think with the switches it would make more fun, than just have the bridge moving automatically without influence, what do you think of this way? |
#36
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that's cool.
what about running the two ruins end to end so that the bridge is the only non-water way to get to the other team? I really don't see me or my opponent ever getting to the bridge on that map. and what if there is a character on a space where the bridge should go? |