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  #37  
Old May 23rd, 2020, 06:26 PM
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Re: Ulysses' Maps (2 New Maps 4/2020)

I played around with Descent at Beyst some more today.
  • Kelda glyphs have been replaced by random power glyphs and lowered into the water
  • Central 6-hex glacier has been raised several levels and the surrounding snow and ice smoothed out
  • Walls have been rotated and placed to block fire from level 4 perch
  • 'Moat' moved back and ice added to make contesting podding on the outskirts a little easier
  • Added treasure glyphs because, c'mon, treasure is rad

Descent at Beyst v2 pdf




GIF:
Spoiler Alert!



This wins my personal best for biggest gaps in sub-levels for better or worse (it's stable, I swear!)
Spoiler Alert!


Hopefully these are actual improvements and not just me creating problems in even more areas I need to playtest for sure.

EDIT: Playtested this recently and all I'll say is the title is still appropriate. It wasn't terrible, but there wasn't much initiative to grab the two-hex snow in the 'moat', but that might change in a game with more ranged units I suppose. Most of the decision making was a little too straightforward for me to say it's a good map. I'll probably put this on the back burner or maybe recycle its footprint for a Hive map instead considering I've got a good place for it.
.
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Last edited by Ulysses; May 27th, 2020 at 05:53 PM.
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  #38  
Old June 25th, 2020, 09:47 PM
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Re: Ulysses' Maps (2 New Maps 4/2020)

Guardians of the Forgotten Fortress Scenario<--PDF with rules

Scenario Rules
Spoiler Alert!


I've been having a lot of fun on this scenario that started as a random free build a while back. It has some heavy terrain requirements, expects you to have certain preset figures, and the scenario rules are, how did my wife put it? Oh, yes 'convoluted' Needless to say I'll be thoroughly amazed if anyone builds and plays this, but I'll leave it here for posterity and as map porn. Enjoy!











Edit: missed defining some terms and what happens when an army is destroyed before the end of round 7. Updated thread, will update build file soon.

Last edited by Ulysses; June 26th, 2020 at 12:34 AM.
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  #39  
Old August 14th, 2020, 07:17 PM
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Re: Ulysses' Maps (New Map 6/2020)

Westonian Weald




Been playing around with this one for a few days now. There are definitely some tough decisions to make with development here due to the water and bridge walls. I was trying to lessen the draw to the north and south rock podding zones to help even out the action on the map. I've tried to mitigate most common problems like Z-bomb and Nilf hopping, though Raelin can certainly get some height on turn one. I'm hoping the road will help units engage most figs on height expediently. As always I'd love any feedback!

Last edited by Ulysses; August 14th, 2020 at 08:22 PM.
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  #40  
Old August 14th, 2020, 07:35 PM
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Re: Ulysses' Maps (New Map 8/2020)

I really like this map! I think these edits would make it flow smoother:



This evens out the glyph movement to 11 from each SZ. Not ideal, but certainly better than a 9-13 split. The other edit makes the trees easier to maneuver around.

If you have 2 more single hexes, I think I would lift the water up to the same level and throw the T-Glyph in there.

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  #41  
Old August 14th, 2020, 07:39 PM
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Re: Ulysses' Maps (New Map 8/2020)

Quote:
Originally Posted by heroscaper2010 View Post
I really like this map! I think these edits would make it flow smoother:

Oops, good call on the glyph, that was last minute and I wasn't thinking about how it choked it up there. Funny you pointed out the single grass hexes too, those have been moved a few times already and I think I agree with your take. Great suggestions, thanks!


EDIT: Revised per heroscaper2010 suggestions.

Last edited by Ulysses; August 14th, 2020 at 08:03 PM.
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  #42  
Old August 14th, 2020, 08:07 PM
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Re: Ulysses' Maps (New Map 8/2020)

Quote:
Originally Posted by Ulysses View Post
Quote:
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EDIT: Revised per heroscaper2010 suggestions.
Looks like you accidentally moved the wrong one grass tile down on the upper side.

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  #43  
Old August 14th, 2020, 08:17 PM
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Re: Ulysses' Maps (New Map 8/2020)

Quote:
Originally Posted by heroscaper2010 View Post

Looks like you accidentally moved the wrong one grass tile down on the upper side.
Son of a! I played around a bit before I decided to go with it exactly as you recommended and didn't fix the north side before I snapped the new pic. It might stay that way in the picture but it'll be correct in the build file, which for some reason didn't update like it should've. Thanks again!
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  #44  
Old August 25th, 2020, 07:38 PM
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Re: Ulysses' Maps (New Map 8/2020)

Made some revisions to Westonian Weald after playtesting. Mainly, the road has been rerouted to provide a little better flow as the the previous pathing kept leaving us in a position where it was just as helpful to bypass the road to get where the action was. I also removed the single-hex grass pathway out of the SZ between the two water hexes and combined the water hexes. This map certainly places some restrictions on developing out of the SZ, but I'm hoping those restrictions will both make for interesting decision making and balance range vs melee on this rather long tournament style map.
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  #45  
Old October 30th, 2020, 10:09 PM
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Re: Ulysses' Maps (New Map 8/2020)

Threw a map up I've been tinkering with. Based on the footprint of Gorky Park by Shedim.

GPS New 10/2020!
Requires: 1 RotV and 2 RttFF
Based on Gorky Park by Shedim Kabal
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  #46  
Old October 31st, 2020, 02:06 PM
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Re: Ulysses' Maps (New Map 10/2020)

I REALLY like this map!!! the only thing I'd change is I'd switch those glyphs. I think that it's a bit too OP for one of the glyphs to be accessible Turn 1 by either side. While the opponent can bring forces up to contest it, it's too immediate of a bonus to start the game.

Just think rats. Rats would be really OP on this map cause they can take the move glyph and never give it up and charge the map. Everything else about this map I like...but I think the glyphs need to switch places. Especially cause Wannok doesn't activate till the end of the round, it won't mean anything to take it till the end of the round.


I do love this map though.

EDIT: I just built the map cause I was so excited about playing on it, and realized the move glyph is on a grass hex...so clearly you can't grab it turn 1 unless you have 8 move...which is like 3 units in the game lol...so I think the glyphs are fine where they are. Disregard my comments.

Last edited by Sir Heroscape; October 31st, 2020 at 04:51 PM.
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  #47  
Old October 31st, 2020, 05:26 PM
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Re: Ulysses' Maps (New Map 10/2020)

Quote:
Originally Posted by Sir Heroscape View Post
I REALLY like this map!!! the only thing I'd change is I'd switch those glyphs. I think that it's a bit too OP for one of the glyphs to be accessible Turn 1 by either side. While the opponent can bring forces up to contest it, it's too immediate of a bonus to start the game.

Just think rats. Rats would be really OP on this map cause they can take the move glyph and never give it up and charge the map. Everything else about this map I like...but I think the glyphs need to switch places. Especially cause Wannok doesn't activate till the end of the round, it won't mean anything to take it till the end of the round.


I do love this map though.

EDIT: I just built the map cause I was so excited about playing on it, and realized the move glyph is on a grass hex...so clearly you can't grab it turn 1 unless you have 8 move...which is like 3 units in the game lol...so I think the glyphs are fine where they are. Disregard my comments.
I was wondering about that same thing too, Sir H. Glad the move glyph is on a grass hex.

Looks great Ulysses!

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  #48  
Old October 31st, 2020, 08:32 PM
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Re: Ulysses' Maps (New Map 10/2020)

Thanks guys!
Yeah, Valda is very consciously not in reach on the first activation for most figures. I've had some fun playtesting this. Lots of hiding from the perches by tucking behind the large tree near Wannok and rushing the glyph or its holders from cover. We also liked the setup strategy placing figures in the SZ, deciding who was starting with road bonus, who'd brave the front line in front of the walls, etc.

Let me know if you get a game in SirH!
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