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Maps & Scenarios Battlegrounds and scenarios |
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#97
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Re: Shurrig's Maps: Hollow Ramparts (New Map)
I've used up about all the terrain from those sets save for a couple of 24 hexes and water tiles, but I've tried and it they won't fit without changing the footprint significantly.
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#98
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Re: Shurrig's Maps: Hollow Ramparts (New Map)
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#99
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Re: Shurrig's Maps: Hollow Ramparts (New Map)
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And totally agreed about the challenges that a single BftU poses. |
#100
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Re: Shurrig's Maps: Hollow Ramparts (New Map)
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I think that BftU and FotA together DO offer enough material — JUST enough material — to make interesting and competitive maps. But getting the terrain to stretch far enough really requires learning how to prop up large (24- and 7-hex) tiles on level 2 using a minimum of supporting tiles underneath them on level 1. (I.e., leaving empty void spaces on level 1.) Desperado and Ariadne below are good examples of this. Desperado in particular. One trick I use there is to use wall bases separately from the walls themselves. Because walls don't NEED to stand on their bases! You can plop walls down directly on terrain tiles. This gives you 21 single-hex wall base tiles which you can use on lower levels to prop up other, larger, tiles. This is huge! ______________________________________________________________________ Desperado Download PDF Uses: 1 BftU, 1 FotA Board for online play ______________________________________________________________________ Ariadne Download PDF Uses: 1 BftU, 1 FotA ______________________________________________________________________ |
#101
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Re: Shurrig's Maps: Hollow Ramparts (New Map)
Thanks
@Typhon2222
! Man, it's been a while since I posted on this thread. These maps look super nice and I'm hoping to play on Desparado soon.
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#102
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Shurrig's Maps: Happy New Year! Exalted and Forging Fires
Happy New Year 'Scapers! I come to you all with two finished maps, Exalted (which should have been shared long ago) and Forging Fires! And just so you know, both of these maps use Treasure Glyphs (represented by Brandar) and I made sure to specify this in the instructions. Happy scaping!
Exalted Forging Fires |
#103
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Re: Shurrig's Maps: Hollow Ramparts (New Map)
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#104
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Hello Again-- New Map "Dried River"
Hello, it's been a minute.
I'm sure like many of you, I was beyond thrilled to hear that Heroscape is coming back, and coming back in a big way it seems! I never got to play 'scape when it was in print, heck I hadn't even heard of it until I started college back in 2016, so getting to purchase a brand new set was a big dream of mine. I've been keeping up with the updates over the past week or so (shout out to @Sir Heroscape for the update vids) and I gotta say, some of these new units have got me SHOOK. Nevertheless, more 'scape is good 'scape, and so I plan on being more active here in the coming months. With that, I have a new map I'd like to show off! Dried River It seems all the images of my old maps have magically vanished! There are plenty of maps here I still like (all my original .hsc files died along with my laptop a couple years ago) but I'm planning on reorganizing this thread a bit once I have some free time. Anyway, hope you all enjoy and LONG LIVE HEROSCAPE!!! |
#105
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Re: Hello Again-- New Map "Dried River"
Looks like fun, fast games.
A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#106
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NEW MAP: Bleakwoode Corridor
New map here! I've been playtesting this map over the past week or so and have been really enjoying the flow of it, I hope you guys try it out for yourself!
Bleakwoode Corridor |
#107
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Re: NEW MAP: Bleakwoode Corridor
Bleakwoode Corridor looks fun, I'd play on it. The flat area behind the ruins is nice to develop up to and has a nice path to the road for switching between sides, and I like that it's harder to reach from the closer SZ due to the the ruins placement. It has a good aesthetic too and keeps from having any real dragon perches, although Zelrig has an option for a turn 1 7-hex bomb. I think that'd only be an issue at max SZ though.
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#108
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Re: Shurrig's Maps- NEW MAP: STECHAVAN
What's up! With the upcoming Haslab campaign for new 'scape coming up, I felt it would be a great time to show off this map I've been working on! I wanted to make a lore map based off the Battle of Stechavan as mentioned in Thormun's Journal, so here it is! (and yes, I took some minor liberties with the story and changed a couple things)
STECHAVAN Backstory: There rages a battle in the southern regions of Nastralund as the war for the wellsprings continue. A red dragon soars above the battleground and sets the fortress on the hill aflame, leaving only a line of smoldering earth in its place. Stechavan, once a stronghold for Jandar's forces, has fallen. A horde of orcs quickly charged the hill with their lumbering troll as the army led by the Sergeant and his knights retreated downhill. It seemed that the men were meant to lose their lives that day when a miracle happened. A horn from the sky was heard, and appearing over the Northern mountains of Nastralund was the Green Kyrie and her sentinels. As she impaled the ferocious dragons with her spear, the Kyrie summoned her reinforcements to dispatch the foes. A fearsome giant and a swarm of serpents appeared through the brush and clashed against the orc horde, decimating their ranks. Not even the troll's wounded rage could compare to the raw strength of the giant, and the frenzied serpents soon overwhelmed the orcs. The Sergeant's men had been saved that day, and as the red dragon fell from the heights the remainder of the enemy army scurried back to their masters. Though lost, the Ruins of Stechavan has sinced served as a reminder to Utgar that Jandar and his allies remain stalwart in their defense for Valhalla and the wellsprings. Last edited by Shurrig; September 30th, 2022 at 02:52 PM. |
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