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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV.

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  #277  
Old May 29th, 2019, 11:25 PM
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Re: Workshop Thread

Pure Gold by Superfrog has received enough YEA votes and is now under ARV review.

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  #278  
Old June 24th, 2019, 12:45 AM
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Re: Workshop Thread

Pure Gold by @superfrog

Quoting my review from this map in its original version...

Quote:
This was easily the most "borderline" map we accepted into the Top 10, but I was willing to give it a chance and boy am I glad I did. This map is SO deceptive in the way it is built. You think the bridge is OP until you realize that it can be engaged from just about anywhere and is countered by Wannock. The 7-hexers look like great podding locations, but the development of this map is deceptively quick and it's actually quite hard to set up podding armies on that plateau because it's actually quite high. The road develops units really well, but you don't NEED it to develop into the map either. Typically I'd send units both along the low ground shadow on the wannock side while also sending units along the road. The Bridge made for some good height, but there's shadow to help attacking figures as well as the trees as LOS blockers. I was extremely surprised by this maps playability, and I think it's one of the first maps to successfully push the envelope of what a "typical" tournament map should look like. I felt it was designed in a very balanced and fun way. I also second Nomad's love for the Startzone spots in the middle, I think those are brilliantly placed and always made for some good early game decisions. I also think it helps balance the map because it can limit podding or placing Raelin because someone can put a bruiser in the middle to lock things up and cause fits for the opponent. I really enjoyed games on this map. I'm giving this map an
The above still stands in this new version. I've played this new version multiple times and with multiple different armies and this map's changes have really made it that much more refined. It feels a bit long, but surprisingly develops really well, and the center startzone piece is just so fun and strategic. I love the play between the bridge height and Wannock opposite, and games were always dynamic and fun. This map really balances itself and the changes to the podding height that were present before have really been mitigated. The height is still there for strong power plays, but much less a pod heavy zone and easily contestable.

to Pure Gold for me

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  #279  
Old July 8th, 2019, 10:41 PM
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Re: Workshop Thread

I voted on the first rendition. After a few play-tests, I believe that the tweaks improved the strategy and balanced the game-play. It is a different map than most competitive maps we have seen, but I like it! for Pure Gold, revised.
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  #280  
Old August 24th, 2019, 11:31 AM
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Re: Workshop Thread

Resubmission of Pure Gold by @superfrog
First off, thanks for the resubmission, superfrog! I was happy to see this map come back for consideration. On to the review:

The bridge is more powerful in this version of Pure Gold (though Wannok still offers a good counter). It can be difficult for a melee based army to take control of the bridge from a ranged army, and the most effective way to do it from my experience wasn’t intuitive at first. I found that moving melee figures up onto level three shadow from the Wannok side (with the cover of the central trees), then rushing sideways across the map was often more effective at contesting the bridge position than the alternative - making the hard decision of rushing the bridge using the road, or putting trust in the shadow tiles running adjacent to the bridge to help you weather the attacks from range on height. The latter allowed for range to kite pretty effectively, and get multiple attacks down on approaching units before they were able to engage.

All the elements that I liked with the first version are still present in this version - including the crispness of the start zones, the retention of the middle start zone spaces, and the placement of LOS blockers (the trees in the middle). And most of the negative aspects of the map have been effectively mitigated (7-hex hills, the power of dragons like Nilfheim, and less effective shadow placement specifically). My games on this map were no longer merely a rush to see who could establish position to control the 7-hex hills and Wannok, but were much more strategic and utilized the whole map.

Overall, this version of the map is better, and I believe the changes are sufficient to merit a

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  #281  
Old August 24th, 2019, 04:17 PM
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Re: Workshop Thread

Woah! Do those three upvotes mean it's been approved?
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  #282  
Old August 24th, 2019, 06:22 PM
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Re: Workshop Thread

Quote:
Originally Posted by superfrog View Post
Woah! Do those three upvotes mean it's been approved?
Indeed it does. I'm sure we will get to updating it in our archives soon.

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  #283  
Old August 24th, 2019, 09:15 PM
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Re: Workshop Thread

Pure Gold by Superfrog has received enough YEA votes and has passed the ARV Process. Looking forward to adding this officially to our archives!

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  #284  
Old August 24th, 2019, 09:30 PM
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Re: Workshop Thread

Congrats @superfrog !! I haven't been able to play a ton on this version but I really like the updates and am excited to try it out some more! (Though it does add another map for you to put into the online file when Leafy_Boy gets the image done, but I figure you're okay with that. )

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  #285  
Old August 25th, 2019, 02:09 AM
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Re: Workshop Thread

I mean, I already did make an online board which was included with my resubmission and updated with a high-quality image last week .

But I know the ARV ones have the special Leaf_It touch, so I'd be happy to get that on my map.

This is pretty crazy to me that Pure Gold got inducted, since the map started with the crazy question "what if I put a treasure glyph under a bridge?" Thanks to the judges for pointing out some issues with the first version.
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  #286  
Old February 17th, 2020, 06:01 PM
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Request for Review

My fellow ARV judges,

I have sat on this map for a long time now, and believe it is much more balanced than the previous version. Therefore I wish to resubmit it for your consideration for tournament worthiness.

Battlefield 23:
Requires 1x RotV, 1x FoA, 1x TJ

.hsc file located here


List of changes (plus original map image):
1) Added power glyphs to the outsides, and brought the treasure glyphs in towards the center of the map. I wrestled for ages with the locations of those treasure glyphs. I didn't want them too close together, plus they needed to be able to be reached by either side just as easily. Also, I didn't want to put them on a spot that already had something going for it (aka the level 3 hexes next to jungle).
2) Reworked the sides and the middle of the map quite a bit to increase accessibility to the left side while slightly bringing the draw to the right side down a little bit. I feel like the sides are much more balanced, and there's a little more draw towards the center of the map as well than the previous version.
3) Made adjustments to the location of jungle pieces and removed the perfect Raelin perch in the original version.
4) Added in a couple walls to mitigate the power of the 3-hex rock pieces, and block LOS down the middle of the map.


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Last edited by Flash_19; February 22nd, 2020 at 12:26 PM. Reason: I'll just sneak this in here for Sir H's benefit. ;)
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  #287  
Old February 17th, 2020, 08:31 PM
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Re: Workshop Thread

Would you mind indicating some of the specific changes you made in regard to the concerns mentioned in the reviews? That will help me compare how it’s improved (or gotten worse )

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  #288  
Old February 17th, 2020, 08:59 PM
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Re: Workshop Thread

Quote:
Originally Posted by Sir Heroscape View Post
Would you mind indicating some of the specific changes you made in regard to the concerns mentioned in the reviews? That will help me compare how it’s improved (or gotten worse )
LOL.

1) Added power glyphs to the outsides, and brought the treasure glyphs in towards the center of the map. I wrestled for ages with the locations of those treasure glyphs. I didn't want them too close together, plus they needed to be able to be reached by either side just as easily. Also, I didn't want to put them on a spot that already had something going for it (aka the level 3 hexes next to jungle).
2) Reworked the sides and the middle of the map quite a bit to increase accessibility to the left side while slightly bringing the draw to the right side down a little bit. I feel like the sides are much more balanced, and there's a little more draw towards the center of the map as well than the previous version.
3) Made adjustments to the location of jungle pieces and removed the perfect Raelin perch in the original version.
4) Added in a couple walls to mitigate the power of the 3-hex rock pieces, and block LOS down the middle of the map.

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