I shrunk the platforms on levels 4 and 3 around each ruin to make the real estate there more valuable, and expanded level 2 to provide more room to maneuver around them. I added a narrow bridge between the two hill to improve movement between them, but kept it small to keep the two hills tactically separated. I added a subhill to each side of the lower hill, to add a strong stance there to keep that part of the map attractive in the shadow of the taller hill. Finally I added some water to the edge of the map to push action in towards the hills.
Original version:
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Vallum
requires 1 RotV
supports 1 random power glyph and 1 random treasure glyph
Slippery Devil! trap included in build instructions
top view:
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Design ramblings:
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I've spent a bunch of time crunching what people like and don't like about
@GameBear
's single Rise map Common Ground and my single Rise map Dry Season, and this is what I've come up with. To spice it up I've kept it superficially asymetric, but both sides have equal access to everything and play evenly. It has quite a bit of property on the highest level, but with the ruins cutting it in half it doesn't just become a plateau of slaughter. The power glyph is far enough afield to draw attention away from the tall hill (I liked it best with strong glyphs like Astrid, Gerda or Valda, but not enough to make it a fixed glyph), and the treasure glyph is easy enough to get to without decommitting from the high side that it tempts heroes (and I made the trap very low impact to avoid disincentivizing it, unlike some of my previous traps). The routes past the ruins are open enough that a single squad of Rats can't tie the whole thing up, and I've also accounted for hiding Rae-rae (Rise version can't cover the glyph from behind the ruin), and Zelrig and other ranged double basers can get to the top on OM1, but require a second OM to threaten the opposing SZ. I know there's more that I can't think of right now, but I'll fill it in as I remember.