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#253
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
I'm glad you approve. You were actually one of the two posters I thought of who might call me out on it.
If it came down to it, my ace-in-the-hole was going to be that Hadrian's Wall (which has significant stone features) was called Vallum Aelium. Last edited by Killometer; February 15th, 2015 at 02:30 PM. Reason: Any guesses who the other was? |
#254
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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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 |
#255
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
Thanks
@capsocrates
. If you get to give it a whirl I'd love to hear how it played.
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#256
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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Firstly, I'd like to say that I like the hex footprint, and the aesthetics of the map when its built. It looks quite good, like a pair of stone platforms upon which building were once, but it has crumbled and deteriorated. However... I don't really like the way the height works. Firstly, I think its a bit too hard on range. Its an incredible hassle getting to height, getting to where you can shoot at people, and shooting at people from a range with height all at the same time. Truthfully, using ranged units (in my limited experience) and going for the hills was the exact same thing as playing melee units and going into the hills. Secondly, I found absolutely no allure in going up the lower hill as opposed to the higher hill. This was the one scenario in which range was okay on the height. A "meh" ranged squad can dominate from the higher hill to the lower hill, due to angles of line of sight being a friendly, and you know, the obvious fact of height advantage. The height appears interesting, but usually seemed to end up in a drawn out, muddled up, fist fight on the upper hill. I hope this didn't seem mean, I absolutely love the fact that this map only used 1 RotV. But I guess I just didn't enjoy this map. Hope this is beneficial. |
#257
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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Seriously, though, that's almost exactly what I was going for. It's hard to make a map using just 1 RotV and have it not end up a bloodbath as ranged units blasts down from height on melee units trying to advance to engage. Quote:
I also wonder if the trough between the hills is too rough on melee units that want to try to move from the lower hill to the higher hill. Maybe, considering how many figures can fit on the highest level. I may need to revisit the gap, or eliminate some of the level 4 spaces... Quote:
Last edited by Killometer; February 18th, 2015 at 03:54 PM. Reason: If I *really* wanted to be mean to ranged I could make the glyph Thorian. >:D |
#258
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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The trough did seem awfully rough on people, not just melee. Having that small divide there seemed to lead to an "after-you" aspect when playing armies that couldn't shoot across the tiny little gap. Any who, I don't really think cutting down on the level 4 spaces is the answer. It just makes the area even more precious... ? Yeah, I have really no experience with making maps. |
#259
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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Any please don't take all my contrarian jibber-jabber to mean I'm discounting your opinion (or that of anyone else who feels like chiming in). I really do appreciate the feedback. Last edited by Killometer; February 18th, 2015 at 04:41 PM. Reason: ↓↓↓ Be careful about how much you stroke my ego, I might start to believe you. ;) |
#260
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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Last edited by Maklar the Silver Prince; February 18th, 2015 at 04:35 PM. Reason: Or maybe you would prefer to be Emperor of the World? :) |
#261
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
Using just one ROTV set, you don't have roads/wall walks or many LoS blockers to help out melee units, so I would say it's a good thing for the map layout to favor hand-to-hand combat.
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#262
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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#263
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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#264
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Re: Killometer's maps ~ Vallum (single RotV) added 2/2/15
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I'm working out a couple variations of Vallum with fewer level 4 spaces and/or merged hills, but they need a little more tweaking and testing before they're ready for the public eye. In the meantime I'm always interested in hearing more input on it as it stands-the more outside angles I can see it from the better. Last edited by Killometer; February 20th, 2015 at 08:14 PM. Reason: ...but not too much later. ;) |
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