|
Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV. |
|
Thread Tools | Search this Thread | Display Modes |
|
#1
|
||||
|
||||
Workshop Thread
Welcome to the ARV WORKSHOP THREAD Here it is our purpose to work with map makers to improve issues we found in their maps. We often find that some of the great maps submitted to our contests don't quite make the cut for tournament worthiness for one reason or another, and here we give map makers a chance to work directly with us to resolve those issues, improve their maps, and create something ready to be used for competitive play. If you have made a map for one of our contests that either did not make it into the Top 10 or was not found Tournament-Worthy, you may submit it here for workshopping. We, the judges, will provide specific and direct feedback on why the map did not make the cut, and help to provide direction for what you can do to take your map from good to great. If we feel enough improvement has been made for the map, we will accept it for review and playtesting to see if it is ready for competitive play and worthy of the ARV stamp of approval. IMPORTANT NOTE: In order to use this thread and workshop a map, you must have submitted that map to one of our contests. It doesn't matter if it made the Top 10, or if it was judged tournament-worthy, as long as it was submitted in the first place. WE WILL NOT be workshopping any other maps - this simply isn't the thread for that. The workshopping process will go as follows:
If you desire to resubmit your map for consideration of tournament worthiness, the resubmission process will go as follows:
IMPORTANT NOTE: Not all maps are competitive. This thread is a tool for both the fun and competitive maps. Feel free to workshop a map to work out kinks, but don't feel it has to be submitted for a competitive review, because even with tweaking, some maps are just not going to have a place in tournament play. Don't feel discouraged if after workshopping the map we still don't feel it is a competitive map; Heroscape is primarily a game of fun, and plenty of maps that don't make it to the competitive scene still see a lot of casual play. 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 |
#2
|
||||
|
||||
Re: Workshop Thread
Processing This will be a running list of those maps being workshopped and which judges will be assigned to assist, as well voting on maps for review, and which maps are under review. Maps Being Workshopped Bloodbath BLVD hsc. File Maps Requested to Review Maps Under Review/Playtesting ARV Approved Battlefield 23 by Flash_19 Sir H Nomad BiggaPure Gold by Superfrog Sir H Nomad FlashValledon Fortress by antmarchingroves Sir H Bigga NomadRuined City by Leaf_It Bigga Nomad TREX Didn't Make the Cut Durgeth Swamps - .hsc Sir H Flash Nomad UPDATED DRIDER Sir H Nomad Flash 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 Last edited by Sir Heroscape; July 21st, 2022 at 04:23 PM. |
#3
|
||||
|
||||
Re: Workshop Thread
I'll start this off:
I'm just curious what your concerns with this map were, as it didn't make the top 10. I think it has some definite potential for a tournament map. |
#4
|
||||
|
||||
Re: Workshop Thread
Quote:
Per our OP guidelines we need at least one more judge to step in on this one... @Tiranx @TREX @BiggaBullfrog 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 |
#5
|
||||
|
||||
Re: Workshop Thread
Quote:
|
#6
|
||||
|
||||
Re: Workshop Thread
Yes.
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 |
#7
|
||||
|
||||
Re: Workshop Thread
Quote:
So, be patient with me. The answer is coming. |
#8
|
||||
|
||||
Re: Workshop Thread
Quote:
Using the hive and stalagmite terrain created a really fun barrier in the center of the map. However, it also has some really low points that were great view points for ranged figures. In one play test two Ashigaru Harquebus were able to hold an entire army at bay for multiple rounds. Then later in the game, my opponent was able to seal the entire game by running and gunning with Guilty. There was no way to close and finish him off because he could use those windows in the LoS blocker and stay away. It is fun for filler units to shine like this, but melee had zero chance to win those games. When I was dominating with the Harqs my opponent even had the defense glyph and I was still destroying them. We also discussed how devastating dragon could be on this map. with the ability to use range and fly they could close the gap quickly, shoot, and then jump to the other side of the Hive LoS blocker while melee armies would be forced to run all the way around while be shot at the whole time. Don't give up though. With some modification I still think this map can get there. Thanks again for getting this thread started. |
#9
|
||||
|
||||
Re: Workshop Thread
Its quite possible that this one did not score as well in some areas because of the lack of visual appeal. What gets maps into the top ten are the combined score of all of the aspects of the map as noted in our judging guidelines. Its quite possible that this map may be tournament worthy. It just did not score as high as some of the others at the time. On this last contest we have adjusted our point guideline to be more based on balance than any other category.
EDIT: @superfrog , I just noticed why it was a deal breaker for me after looking at it again. Its quite simple really. On turn one, one player can move a figure and grenade splash the enemies start zone without being hindered by LOS Blockers. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#10
|
||||
|
||||
Re: Workshop Thread
Quote:
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 |
#11
|
||||
|
||||
Re: Workshop Thread
Okay. In regard to
@superfrog
's request...
Originally, I scored this map as fairly balanced, but for me it lacked aesthetics and creativity for the "Wild" theme, BUT it is IMPORTANT to note that that was based on our old rubric and as you'll notice Balance is a substantially larger chunk now when we score the maps. That said, I think there could be some improvements made. I feel strongly that lava should not be the only height. I know multiple BoV maps don't follow my thinking, but I think lava is much more exciting and intriguing to play on when you mix it with other terrain and force the player to make decisions on positioning. I'd rather have options to try and hop between lava rather than be forced to get on it because it's the only height option. The other thing that bugs me is the power Glyphs being so far out on the "wings" of the map. They feel out of place in my opinion and could use better positioning. Also, I believe Glyphs should allow melee figures to attack down on them from height (depending on the map build). Though, I should note that you have given glyph attacking figures the shadow (+1 defense) to help them out. 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 Last edited by Sir Heroscape; May 18th, 2017 at 01:40 PM. Reason: Recinded the "always" |
#12
|
||||
|
||||
Re: Workshop Thread
Though I don't think that melee figures should "always" be able to attack down from height, it does in some cases balance out a map. It definitely is not a cool option to have to attack a figure on a glyph from lower ground.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
|
Thread Tools | Search this Thread |
Display Modes | |
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
The Pre-SoV Workshop | greygnarl | Custom Units & Army Cards | 5311 | Today 03:23 PM |
Bad_Calvin's Workshop - update 4-7 | bad_calvin | Custom Terrain & Obstacles | 54 | June 5th, 2009 09:09 PM |