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Maps & Scenarios Battlegrounds and scenarios |
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#37
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Re: Tournament Map Feedback Thread
@vegietarian18
, you rock for so consistently giving feedback on maps.
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#38
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Re: Tournament Map Feedback Thread
I'm looking for feedback on a few maps, though I know most folks haven't played them yet:
Kingfisher (the middle glyph is just barely peeking out from behind the glacier on this map)
Spoiler Alert!
Thaw
Spoiler Alert!
and Cage Match Redux
Spoiler Alert!
Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
#39
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Re: Tournament Map Feedback Thread
Stechavan
For the most part, I actually like this map quite a bit. There weren't any blaring issues that I noted while I played other than the glyph position felt bad on lvl2 where a 7 range unit can pop off at the startzone from height. I think the glyphs could just be moved down to the edges on lvl1 and be fine. Grendel Abusing this maps "feature" in front of the startzone is what gave me a huge positional advantage in my Championship game yesterday against Vegie's Dad. the 4 hexes of swamp were a massive issue for melee advancing on me where I was able to use range to pull them out from the center height and force them to engage on low ground in the swamp or go around to the edges. Vegie's Dad opted for engagements on the edges which made it tough to reinforce and route my position. Stoker At first glance I really liked this map...but playing on it had 1 Major issue...the choppy center. You don't realize it at first, but the center is quite difficult to maneuver around if you've got kiting range shooting at melee. In one of my games I was able to avoid EVERY SINGLE engagement from my opponents melee army on this map (until the very end when he had 1 figure left) by positioning myself at max range and forcing him to take low ground or attempting to use the road. It should be noted that I was using a 2-hex figure against his 2-hex figure(s)...which I think made it significantly worse for the melee figure. 1-hex figures might be fine...but it was a nightmare for him to never get an attack off. I think the way to fix it is to find a way (looking at the map from the startzone) to drop the lvl3 road on the right down to lvl 2 and to raise up the 2 lvl1 road hexes up to lvl2 right in front of the 7-hex lava. that allows for development from the 7-hex lava not to hit a speedbump AND for melee in the center to engage and traverse the map without so many elevation changes. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#40
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Re: Tournament Map Feedback Thread
Nothing to see here...
Last edited by Shurrig; October 16th, 2022 at 05:19 PM. |
#41
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Re: Tournament Map Feedback Thread
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#42
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Re: Tournament Map Feedback Thread
Thank you for the reports,
@Sir Heroscape
. The more feedback on maps, the better. I will consider what changes might make sense for those maps.
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#43
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Re: Tournament Map Feedback Thread
Looking for some feedback on my maps used at “Do The Krug” by those that got to play on them.
Aftermath @Evantage @KingoDingo @vegietarian18 Slated @briaka Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#44
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Re: Tournament Map Feedback Thread
Aftermath was really fun! Might've been my favorite map of the day. I don't know much of the in-depth criteria that go into mapmaking, but it felt very balanced to play on despite having largely different army playstyles, gave good multiple good options of approach while still creating a strong central battlefield, had glyph placement that created good opportunities for decision making, and allowed for both strong ranged and melee play. My two WoA squads felt very at home there when setting up in the canyon/road, but were far from unstoppable (yet still powerful and feeling good) due to the raised road nearby. I loved the map, and it's definitely one I plan on replaying if I can get my hands on a RttFF set.
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#45
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Re: Tournament Map Feedback Thread
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Also, are you still in Belleville (quick 2.5hr drive from where we hold the Peoria Monthly tourneys)? if so, would be great to see you come out to Peoria for our events each month! Next one is on the 12th of November Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#46
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Re: Tournament Map Feedback Thread
Yeah! I'm gonna continue to do my best to make it to one. It's hard for me to come on weekends without some pretty early notice due to my job, but soon-ish I should have some Saturdays off.
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#47
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Re: Tournament Map Feedback Thread
Babylon by
@Sheep
Played on this during the Omaha tourney a couple weeks back. Very quick game, I got ganked by a turn 1 snipe from Zeta that kinda nerfed my army. That was my own fault, after that though, there was still a chance to come back except the podding location to the right of the SZ is pretty friggin strong. Within a couple turns, you can lock down that Grass 7-hex to the right and even the lvl3 road a little further NE. Getting figures to hold those points and then range or cheerleaders to stand behind is really quite strong and at no disadvantage to the player. Going left takes too much time to get to a good spot, a little less advantageous and open...whereas the right can get locked up pretty quick with a few well places "blockers" to hold that position. I'm not going to say it's broken (only had one game on it) but it was a prominent flag during my game that probably outta get looked at. Removing the single-corner castle wall may do enough to open it up...not sure...but that might help. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#48
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Re: Tournament Map Feedback Thread
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