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  #1  
Old October 30th, 2019, 08:36 AM
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Re: Cleon's Maps: New Map 8/27/19 - Iceberg Lettuce

Quote:
Originally Posted by superfrog View Post
Hey Cleon,

I just added two of your maps (Mountainside and Corridor) to a new "maps by Cleon" subfolder in the Online HS: Maps and Figures Google Drive folder.

If you have any others that you're particularly interested in having up there, let me know.
Thanks for adding two more of my maps (Flanked and Breach) dude, I appreciate it.
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  #2  
Old September 17th, 2019, 12:08 PM
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Re: Cleon's Maps: New Map 9/17/19 - Excess

Excess looks really good! I bet drudge would love that map really gives the visual of trudging through the wetlands

If you're still taking requests, how about this challenge: multiplayer map with 6 10-space starting zones using any or all of 1 RotV, 1 SotM, 1 Marvel + 1 extra set of ruins. A hex shape map would help with the 6 start zones but not necessary.
Will you be able to fit 6 players in a map? Or will this map be IMPOSSIBLE?

Food Network copyright aside, I can't wait to see what you can come up with for an unusual request!
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  #3  
Old September 24th, 2019, 09:12 PM
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Re: Cleon's Maps: New Map 9/17/19 - Excess

I had responded to this post a few days ago but I guess it didn't go through, maybe because I did it on my phone?

Quote:
Originally Posted by Zetsubo View Post
Excess looks really good! I bet drudge would love that map really gives the visual of trudging through the wetlands

If you're still taking requests, how about this challenge: multiplayer map with 6 10-space starting zones using any or all of 1 RotV, 1 SotM, 1 Marvel + 1 extra set of ruins. A hex shape map would help with the 6 start zones but not necessary.
Will you be able to fit 6 players in a map? Or will this map be IMPOSSIBLE?

Food Network copyright aside, I can't wait to see what you can come up with for an unusual request!
Thanks. Yeah Excess has 68 swamp water tiles haha so lots of tunneling. None on any levels higher than 0 though.

I'm trying to keep this thread within the realm of competitive play, and I personally just don't think Heroscape works well outside of 1v1 or 2v2, in a 3+ free-for-all setting. But that's me. Do you have any other ideas?
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  #4  
Old December 12th, 2019, 01:15 AM
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Re: Cleon's Maps: New Map 9/17/19 - Excess

@Cleon just played on Impasse this last weekend. REALLY liked it except for 1 thing: the glyphs.

Before playing on it, I actually changed it to free it up some more. Right now, the glyph placement totally cuts off all movement along the low ground swamp on the sides because figures have to stop on glyphs AND the water also acts as a barrier there. I knew this would be a problem for the flow of the maps movement potential: go fast and low or slower but higher and so all I did was move the glyphs inside 1 hex, still on swamp and adjacent to the road. Doing this not only freed up movement along the edges for figures, but also allowed for opponents to have the advantage on attacking down on Glyph holders. With that simple change, I really liked how this map played.

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  #5  
Old January 11th, 2020, 07:13 PM
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Re: Cleon's Maps: New Map 9/17/19 - Excess

Quote:
Originally Posted by Sir Heroscape View Post
@Cleon just played on Impasse this last weekend. REALLY liked it except for 1 thing: the glyphs.

Before playing on it, I actually changed it to free it up some more. Right now, the glyph placement totally cuts off all movement along the low ground swamp on the sides because figures have to stop on glyphs AND the water also acts as a barrier there. I knew this would be a problem for the flow of the maps movement potential: go fast and low or slower but higher and so all I did was move the glyphs inside 1 hex, still on swamp and adjacent to the road. Doing this not only freed up movement along the edges for figures, but also allowed for opponents to have the advantage on attacking down on Glyph holders. With that simple change, I really liked how this map played.
I see what you mean. I worry that will make the path on the other side of the glyphs too narrow, though. I kinda like that side being 2 hexes wide. I also think the paths stopping at the glyphs goes along with the ‘impasse’ theme. But I’ll consider it. Thank you for the kind words, I like that map quite a bit for a 1 SotM + 1 RttFF map.

(FYI, sorry I didn’t respond right away, I’ve kinda been away from the site and wasn’t checking it much during the holidays. But I’m back now).
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  #6  
Old March 30th, 2020, 02:55 AM
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Re: Cleon's Maps: New Map 3/29/20 - Sacrifice

New map. This is my first submission for the Spartan Scrolls ARV contest, called Sacrifice.

Sacrifice:



Additional Pictures:

Spoiler Alert!


Download

Sets Required: 1 SotM, 1 TJ
Glyphs: 2 random Power Glyphs

My other map for the contest is also done, and I'll post that soon.

I think from this point forward I will just be focusing on making very competitive maps, mostly 1 master set + 1-2 expansions. I largely stick to that already, but I do have some that are more theme-based and a couple hasbro remakes. A lot of maps were trying to mold an aesthetic appeal or theme into a competitive map, and I think the results are decent but it only goes so far competitively. Sometimes it works, but most of the time I'm holding onto an aesthetic/theme that keeps me from going further into balancing it competitively so the result is usually a map that's kind of balanced for tournament play, but can't keep up with the current map pools and standards. It's like juggling two things at once when building. But like I said most of my maps are just straight competitive any way, I'm just going further down that road.

I will probably go back and remake several of the ones that are theme heavy into better maps for tournament play, like The Flow. It will be sweet to be proud of every map I have up (which I can't currently say I am lol...I gotta fix Crush), that's what I'm looking to do. There are a couple that I know people really like that I'll keep up as is, like Secret Cemetery. Some of the other ones I doubt will be missed though (looking at the download numbers) and I imagine people will prefer changes.

So yeah, very competitive from here on out.
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  #7  
Old April 2nd, 2020, 02:31 AM
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Re: Cleon's Maps: New Map 4/1/20 - Parallel

Here's my other submission for the contest:

Parallel:



Download

Additional Pictures:

Spoiler Alert!


Sets Required: 1 RotV, 1 TT
Glyphs: 2 random Power Glyphs
*Snow/Ice Rules: Normal Snow, Normal Ice

So I actually made this map in one sitting. Sometimes you get building and are scrapping things left and right, and sometimes everything seems to just fall into place. With this one it just went so smoothly and felt automatic. I love how the LoS lines, cover, and positioning of the highest points turned out. And I think the name works perfectly. This might be my favorite Tundra map I've made so far, I'm very happy with it.
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  #8  
Old January 6th, 2021, 03:43 PM
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Re: Cleon's Maps: 5 New Maps! 1/5/21

I have Fishbone, Bambo and Ironworks set up, and have played games on all of them. They're all fun maps!

I built a tundra version of Ironworks that I think looks quite spiffy. This weekend I'll convert it to virtual scape and share it with everyone.

As I said earlier, the potential issue I found on Bamboo is that the hive side glyph is 11 spaces for one side and 10 for the other. I couldn't find a obvious fix, but I think it can be done with relatively minimal reworking on that side of the map.

Great work, cheers bro

Last edited by infectedsloth; January 16th, 2021 at 01:51 PM. Reason: having virtual scape problems
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  #9  
Old January 6th, 2021, 07:22 PM
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Re: Cleon's Maps: 5 New Maps! 1/5/21

I REALLY like the aesthetic and balance of Ironworks...I think that will be a tournament staple if people use it enough (looking at you OHS )

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  #10  
Old January 7th, 2021, 02:52 AM
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Re: Cleon's Maps: 5 New Maps! 1/5/21

Quote:
Originally Posted by infectedsloth View Post
I have Fishbone, Bambo and Ironworks set up, and have played games on all of them. They're all fun maps!

I built a tundra version of Ironworks that I think looks quite spiffy. This weekend I'll convert it to virtual scape and share it with everyone.

As I said earlier, the potential issue I found on Bamboo is that the hive side glyph is 11 spaces for one side and 10 for the other. I couldn't find a obvious fix, but I think it can be done with relatively minimal reworking on that side of the map.

Great work, cheers bro
Thanks for the kind words dude, hope you’ve had good games on them! Like I said I don’t mind the 11/10 difference as I feel the 11 side has an easier time controlling the other glyph. Also in my games there’s been a lot of reluctance to jump on that glyph early, it’s been playing out both sides like to set up slowly on either side of the hive and wait to control/attack that glyph. But I haven’t played with several squads of rats on that one (but they’re 6 move so it doesn’t matter as much; 10/11 split only matters for 5-movers and most of them will lose to rats in glyph grabbing anyway).

How have you liked Fishbone? I’ve been liking it quite a bit in my solo games.

Quote:
Originally Posted by Sir Heroscape View Post
I REALLY like the aesthetic and balance of Ironworks...I think that will be a tournament staple if people use it enough (looking at you OHS )
Thanks man! It’s a fun one. Lots of decision making near the glyphs. And I like the look quite a bit too.
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  #11  
Old January 22nd, 2021, 07:09 AM
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Re: Cleon's Maps: New Versions of Iceberg Lettuce, Zigzag (1

New version of Iceberg Lettuce:

Iceberg Lettuce:





Download

I did the most changes to Iceberg Lettuce out of the six maps I updated with new versions (the other four I’ll post maybe later today). I felt like having ruins in the start zone really hurt the map before, so pushing them out onto the raised grass area wildly helps your development. And the new placements of the single-hex glacier, as well as the two trees and two bushes, I believe are better. Some of the nearby grass hexes and ice tiles had to be reconfigured too. Other than that the rest of the map is the same.

The other four maps I have new versions of are Impasse, Secret Cemetery, Grinder, and Black Ice. They each have minor changes, I think the first three are just a single thing moved/changed.

Edit: I had a new version of Zigzag, but I’m not that happy with it. Back to the drawing board...

Last edited by Cleon; January 22nd, 2021 at 09:44 AM.
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  #12  
Old May 7th, 2022, 09:36 PM
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Re: Cleon's Maps: New Version of Iceberg Lettuce (1/22/21)

New maps for the ScapeCon II map contest:

Apparently MediaFire doesn't convert the images into jpeg anymore, so I'm figuring out how to get the images up. But I wanna get these in before the deadline...

Mesa:





Sets Required: 1 RotV, 1 FotA
Glyphs: 2 Random Power Glyphs
Date Uploaded: 5/7/22

Download

Sanctuary:





Download

Sets Required: 1 SotM, 1 FotA, 1 TJ
Glyphs: 2 random Power Glyphs
Date Uploaded: 5/7/22

Last edited by Cleon; May 7th, 2022 at 10:40 PM.
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