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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV. |
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#265
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Re: Workshop Thread
Forgotten Forest Road by JaesShurrig
I got lazy and forgot to post my review on this for a while. Thanks Bigga for jogging my memory, cause I've been mulling this one over. I as well love what this super fast highway brings to the game. It makes for some crazy quick development on the map early on and is a new and unique way to use the road to speed up 6 units right out of the gates. That said, Issues I had with this map were: 1) Dagmar as an offset to Gerda (or vice versa). I think this is the biggest imbalance. These two glyphs are not created equal, and while I love a good initiative switch, +8 to a die roll once a round does not give me the same kind of surety that +1 defense does to my units all round long (especially 3 defense units). This makes for a much more focused conflict over the defense glyph, which on an already narrow map, constricts the battleground even more. 2) As Bigga already outlined, I also noticed during my games that this map was very "one-note". It's lacks the dynamics of a map that forces players to make tough decisions or simply a variety of decisions. I also found that while the road was fast, it didn't provide the board control necessary to fight over. Namely, it leads off to the side of the map, it leads to a weaker glyph that only activates at the end of the round and it is on lower ground than the center. I found it much more advantageous to develop my units straight through and gain the middle ground than to try and take the speedy side road. This concerned me because this is the main feature of this map. Those two things were my biggest concerns and enough to give this a Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#266
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Re: Workshop Thread
Forgotten Forest Road has received 2 NAY votes and is removed from playtesting.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#267
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Re: Workshop Thread
Quote:
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 |
#268
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Re: Workshop Thread
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My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#269
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Re: Workshop Thread
Maybe others would disagree, but that is one of the main reasons I don’t like Embattled Fen, and have only let it into my tournament map pool once.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#270
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Re: Workshop Thread
Quote:
There are things about your map that I like more than embattled fen. I like your use of LOS blockers - I think they increase the strategic value of the map and make it more balanced. |
#271
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Re: Workshop Thread
Quote:
One often overlooked thing that keeps Embattled Fen from being too range-friendly is the almost complete lack of intermediate height. There's almost zero opportunities for a ranged figure to shoot down on an approaching melee figure, unless that ranged figure has reached the absolute center of the map. This makes the map reasonably melee-friendly despite the near-complete lack of LoS blockers. Just to compare two popular BoV maps, I would consider Fossil to be more range-friendly (or less melee-friendly) than Embattled Fen, despite many more LoS blockers, because Fossil gives a ranged army the opportunity to shoot down on approaching figures a lot more often than Embattled Fen does. Even Fulcrum, with its jungle terrain, is not really much more melee friendly than Embattled Fen. |
#272
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Re: Workshop Thread
Quote:
I freely admit my bias and tendency towards using LOS blockers on maps. I love the depth it can add to a map. But, as you pointed out, there are definitely ways to make maps melee-friendly without relying strictly on LOS blockers. |
#273
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Re: Workshop Thread
I'd like to resubmit Pure Gold to the workshop. The biggest concern from the reviews seemed to be that the 7-hex on level 4 was too good, and easier to defend than attack, so I set out to change that. My terrain was already stretched absurdly thin, but I managed to re-jigger some things to address those concerns.
Here's a summary of the changes: 1. The 7-hex height has been replaced with a 2-hex. Both of these hexes are adjacent to the road, and so they are much easier to attack.I've also left a note in the build instructions clarifying that Medium 4 and Medium 5 figures should be able to fit under the bridge. Pure Gold revised build instructions. It (still) uses 2 BftU and 1 RttFF, with 3 random treasure glyphs and Wannok. You can also play this version online here. |
#274
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Re: Workshop Thread
I already liked it before and these changes just make it better. to review.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#275
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Re: Workshop Thread
I agree. to review Pure Gold.
EDIT: @BiggaBullfrog and @Nomad - wanted to make sure you saw superfrog's resubmission Last edited by Flash_19; May 29th, 2019 at 12:16 PM. |
#276
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Re: Workshop Thread
to review Pure Gold. I like the changes.
Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
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