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  #265  
Old February 13th, 2023, 05:59 PM
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Re: Sir Heroscape's Maps

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Originally Posted by Sir Heroscape View Post
Pretty happy with how this turned out. Now just gunna have to see if it plays okay.

Beachfront Eddy
Sets: SotM, RotV, TJ
I do love the look of this map, and it looks interesting gameplay wise.
Tho I would ditch the glyph rocky side, or just put a treasure glyph, the rocky side is strong enough.

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  #266  
Old February 13th, 2023, 06:36 PM
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Re: Sir Heroscape's Maps

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Originally Posted by Foudzing View Post
I do love the look of this map, and it looks interesting gameplay wise.
Tho I would ditch the glyph rocky side, or just put a treasure glyph, the rocky side is strong enough.
Thanks! I really like the aesthetic as well. It's been pretty fun to play on as well as I've playtested on it this last week. Doesn't feel too strong on height, and the jungel and ruins to a lot to contest the positions.

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  #267  
Old February 26th, 2023, 01:16 PM
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Re: Sir Heroscape's Maps

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  #268  
Old March 5th, 2023, 06:28 PM
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Re: Sir Heroscape's Maps

Played a fun game 2v2 (300 each team) on Arroyo 2.0. Worked well as a 2v2 even if that wasn’t the intention. Some concern about range set up a fortress in the mid-late game but it wasn’t a problem because the guy who set it up left he the position to bail out a different figure.
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  #269  
Old March 5th, 2023, 08:58 PM
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Re: Sir Heroscape's Maps

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Originally Posted by yamissflash View Post
Played a fun game 2v2 (300 each team) on Arroyo 2.0. Worked well as a 2v2 even if that wasn’t the intention. Some concern about range set up a fortress in the mid-late game but it wasn’t a problem because the guy who set it up left he the position to bail out a different figure.
Thanks for getting a game in! Glad it worked well.

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  #270  
Old March 19th, 2023, 03:04 PM
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Re: Sir Heroscape's Maps

Lots of great looking maps in here!
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  #271  
Old March 19th, 2023, 06:28 PM
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Re: Sir Heroscape's Maps

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Originally Posted by S1R_ART0R1US View Post
Lots of great looking maps in here!
Thanks man! Any that particularly stand out to you?

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  #272  
Old March 22nd, 2023, 02:25 AM
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Re: Sir Heroscape's Maps

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Originally Posted by Sir Heroscape View Post
Quote:
Originally Posted by S1R_ART0R1US View Post
Lots of great looking maps in here!
Thanks man! Any that particularly stand out to you?
Several of the VW based ones and some that I really like the aesthetics of (and that fit within my personal terrain combo):
Chili Fritos
Tabasco
Lava Crag
Arroyo
Desert Wellspring

I've noticed that many of your builds are narrower than I like at ~10 hexes wide, but not sure if they're for the burnout format which would make more sense.
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  #273  
Old March 28th, 2023, 02:39 AM
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Re: Sir Heroscape's Maps

Pretty happy with how this one turned out...

Breakthrough
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  #274  
Old March 28th, 2023, 07:51 AM
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Re: Sir Heroscape's Maps

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Originally Posted by Sir Heroscape View Post
Pretty happy with how this one turned out...

Breakthrough
Sets: RotV, RttFF X2
I really like the look of this one but think you could improve it in 4 areas:
  1. Base layer. Supporting 7-hexes are covered 93% by 24-hexes with a bunch of singles/doubles supporting the road in the same area.
  2. Single-hex level 4. First of all, can we get a clearer picture so these can be seen? I was going to suggest them but happily saw them in the build instructions. More importantly, I think they should be towards the inside together rather than isolated away from each other. It would take a repositioning of the ruins but I think it’s worth it. Right now the isolation only contributes to Point #4. That would also conveniently fix the hiding issue lol
  3. Road connection. Right now each strip of road is only connected by a single 2-hex on the far or close ends of the road. I’d like to see a connecting path that’s more centralized.
  4. Left side lean. The map currently has every incentive when I exit the SZ on my center-left. Even the SZ road bonus‘ best use gets me left. Going left is the best way for me to isolate the entire map pretty much, especially with the level 4 being isolated as well.

I think once you make the base layer more efficient there will be an abundance of opportunities where the other issues here almost just fix themselves. Great work on the 85%! Looking forward to seeing the last 15 and a breakthrough!
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  #275  
Old April 1st, 2023, 12:23 AM
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Re: Sir Heroscape's Maps

Based on @Sheep 's feedback, made some updates to Breakthrough...and also have a few updated versions of Old Maps!

Breakthrough
Sets: RotV, RttFF X2


Dulbane's Keep
Sets: RotV, TT, FotA


Overgrown Ruins
Sets: RotV, TJ, FotA

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Last edited by Sir Heroscape; April 1st, 2023 at 12:59 AM.
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  #276  
Old April 7th, 2023, 03:06 AM
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Re: Sir Heroscape's Maps

Been revamping a lot of old maps, and enjoying it. Here are a few more.

Dekros Forte 2.0
Sets: RotV, FotA, TJ


Jandar's Highway
Sets: RotV, RttFF X2


Hidden Towers
Sets: RotV, FotA, TJ X2

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