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Maps & Scenarios Battlegrounds and scenarios |
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#61
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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I will admit that this is all theoretical though, so don't place too much weight on my opinions alone. I would love to at least see both map versions to compare! |
#62
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
@rednax
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@BiggaBullfrog
- here was the other version. I feel like it's a little too lava heavy on the top - So, I'm gunna try tinkering with the terrain and see if I can make more of a compromise between the two.
I also had another version with the gap between the two ruins taken down a level - the map felt really fast that way, but it would sure make it harder to camp. Curious what you think: Morag_AlternateVersion |
#63
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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#64
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
Yeah I think a compromise between the two would be great. One of my larger concerns with the first version (and to an extent the other) is that lava that's surrounding on the level below the ruin level. Where the first version has non-lava on top of that lava, it means figures can hide behind the ruin, and any figures running around the ruin to attack them are punished by lava. I think if you take that lava and bump it up to that level while bumping down that rock to the level below it will help even things out. That way the high ground is really strong, but has the cost of lava, and figures attacking up will be able to do so safely.
That would also help combat one of my other concerns of the map, being that if an army takes the high ground they'll have a huge advantage since it's all so central, and the glyphs are pretty vulnerable to it. Then as an aside, I think that single hex of lava close to the start zone feels out of place -- you could probably get better mileage out of them if you switched them to a more important spot. 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 |
#65
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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#66
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
@BiggaBullfrog
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@rednax
- Morag has been updated! Check out the updated version in my first post. Thanks again so much you two for the great feedback, it was very very helpful. If I could give you more +rep, I would. Any further suggestions for improvement is appreciated.
Bigga - don't feel pressured into playtesting it for the upcoming Utah tournament - if you were going to do it anyway, then great. But you're going to be a busy man with all these requests for ARV map feedback coming in. Some of those will be from me. Speaking of the ARV, I overdid myself with how many maps I made. I now have the terrible decision of trying to decide which ones to submit. So I could use some help! Hopefully it's okay with the judges if I post the four maps here and get feedback on which ones to submit @BiggaBullfrog , @Sir Heroscape , @Nomad , and @Robber ) |
#67
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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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 |
#68
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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Thanks! |
#69
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
Hey Flash, I got a chance to play on your revised Jandars Summoning Circle and I very much liked it. I tried out my Dungeon Defenders Format on it that I'll be using for the next tournament I host.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#70
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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BTW, I also love your little star gate things - those could make for some really awesome scenario games too. |
#71
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
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Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#72
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Re: Flash_19's Maps & Scenarios: New Map 7/4/18!
Okay, here they are! The few maps I'm considering submitting to the ARV. I would love any feedback you have on any of them as I make the tough decision. I have grown to love building maps, and might get a little carried away sometimes...
ARV Judges: @Sir Heroscape , @BiggaBullfrog , @Nomad , @Robber - thanks for all you guys do. These contests are awesome! I really appreciate the time and effort you guys put into this. As previously pointed out by Sir Heroscape, I'd love to know general feedback on the maps, but not which ones you hope I submit. Sorry for giving you so much to do! Map 1: The Artifact at Forgotten Lake Requires 1x RotV, 2x RttFF .hsc file I like how this map plays. This map feels more thematic to me than some of the others - the basic idea is a powerful object was hidden in the lake to keep it from falling into the wrong hands, but now the lake is drying up and the object has been found. I'm sure some people will be concerned that I have an attack glyph down in the middle - because of that, I tried to make that spot very very vulnerable, but I understand that some people feel strongly that an attack glyph doesn't belong on a tournament map. I could definitely see a defense glyph there instead, but the attack glyph felt more thematic - dangerous object that needs to be hidden. When I playtested this map, the three power glyphs didn't feel like too much, but I have strongly considered swapping the two outside glyphs for treasure glyphs and having a strong glyph in the middle. I am slightly concerned about larger figures being able to move on the sides - the space between the ruins and the bridge wall is kind of tight. Map 2: The Crypt Requires 1x RotV, 1x BftU, 1x FotA .hsc file This map also feels very thematic to me - I wanted to build an underground crypt, and wanted to use the walls to represent walls of the cave that armies are entering to find the treasure. Though it feels very thematic, this is the map I feel the least confident about in terms of the build. If you download the PDF, you'll notice I had some special rules ideas - I don't know if these would be kosher on a tournament map - so you can check those rules out and see what you think. This map also has ladders on it - I don't feel strong about those, I just kind of put them on as an afterthought. I like ladders, though most tournament maps don't have them, and I don't think the map is in huge need of the movement enhancement. I pooled the shadow tiles where they are to help melee units combat any ranged units that might take a position on one of those two hills. Units approaching the other direction have a shadow tile as well, along with a bit of cover to hide behind. Map 3: Receding Glacier (lame name I know - need to put more thought into it) Requires 1x RotV, 1x TT, 1x RttFF .hsc file I really like this map, but feel like it's a little weaker thematically. My idea was a mountain pass where the glacier is starting to recede, revealing treasures hidden in the ice. This map has two power glyphs and two treasure glyphs. That seems like a lot of glyphs to me, but it might not be too bad. I kind of struggled with glyph placement for the treasure glyphs - if you have a better suggestion for those glyphs, please let me know. Map 4: Battlefield23 (No, I'm not really going to call it this) Requires 1x RotV, 1x TJ, 1x FotA And because I hate how jungle looks on VS, have a pretty but slightly blurry picture. Note that glyphs are not in the picture. .hsc file I love this map and think it's super solid with the build, but again, this map might not be the best fit thematically. The story behind this one was a crumbling ruin where treasures have been found among the remains. This map is similar to the previous one in that I wonder if there are too many glyphs on it. I'm also concerned about the placement of treasure glyphs on this map - but I'm not sure about a better place to put them. Last edited by Flash_19; July 11th, 2018 at 11:01 PM. |
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