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  #109  
Old November 10th, 2014, 11:01 PM
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Re: NEW!!! Uncharted Fires - 11/10/14 - HS2010'S Map Thread

Quote:
Originally Posted by heroscaper2010 View Post
A new map, asymmetrical! All three of my HoSS games have came down to one life.

Uncharted Fires
1 BftU, 1 VW


EDIT: Forgot to mention it is Zelrig susceptible.
I wouldn't worry all too much about Big-Z when making maps. The most important thing is not that he can't hit the SZ on the first turn (rather, that he can't hit too much of it), but that if he is able to land and target a good chunk of figures, that he's left in a vulnerable/undersireable position, i.e., in a ditch, on lava field, etc.

One thing I notice immediately when I look at the map is the lava on both flanks of the SZ to the left in the picture. This is a problem because for most units, it will severely limit mobility out of the start zone. This is less of an issue if it is a middle path like in the right SZ, which I like, because it forces the player to decide earlier which way they'll move. Lava's tricky, though, because if you change your mind you'll pay with your indecesiveness with death, not a wasted move jumping into the water. I'd shorten the streams to maybe 3 hexes in the middle on both sides, if possible, or maybe even two with a level 0 shadow at the end. The lava on the bottom side of the left SZ is essentially wasted in it's current position, as their absence would cause no change in play (except for maybe fire elementals).

Overall, the map looks nice and mostly balanced, though a treasure glyph opposite the wound glyph towards the bottom of the map would do it some good .
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  #110  
Old November 11th, 2014, 04:58 PM
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Re: NEW!!! Uncharted Fires - 11/10/14 - HS2010'S Map Thread

Quote:
Originally Posted by Black_Charos View Post
Quote:
Originally Posted by heroscaper2010 View Post
A new map, asymmetrical! All three of my HoSS games have came down to one life.

Uncharted Fires
1 BftU, 1 VW


EDIT: Forgot to mention it is Zelrig susceptible.
I wouldn't worry all too much about Big-Z when making maps. The most important thing is not that he can't hit the SZ on the first turn (rather, that he can't hit too much of it), but that if he is able to land and target a good chunk of figures, that he's left in a vulnerable/undersireable position, i.e., in a ditch, on lava field, etc.

One thing I notice immediately when I look at the map is the lava on both flanks of the SZ to the left in the picture. This is a problem because for most units, it will severely limit mobility out of the start zone. This is less of an issue if it is a middle path like in the right SZ, which I like, because it forces the player to decide earlier which way they'll move. Lava's tricky, though, because if you change your mind you'll pay with your indecesiveness with death, not a wasted move jumping into the water. I'd shorten the streams to maybe 3 hexes in the middle on both sides, if possible, or maybe even two with a level 0 shadow at the end. The lava on the bottom side of the left SZ is essentially wasted in it's current position, as their absence would cause no change in play (except for maybe fire elementals).

Overall, the map looks nice and mostly balanced, though a treasure glyph opposite the wound glyph towards the bottom of the map would do it some good .
Thanks, B_C! I'll see what I can do to work those things in later!
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  #111  
Old November 11th, 2014, 05:50 PM
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Re: NEW!!! Uncharted Fires - 9/6/14 - HS2010'S Map Thread

How about this @Black_Charos ?

Uncharted Fires.pdf
Requires 1 BftU, 1 VW
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  #112  
Old November 11th, 2014, 06:12 PM
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Re: NEW!!! Uncharted Fires - 9/6/14 - HS2010'S Map Thread

Quote:
Originally Posted by heroscaper2010 View Post
How about this @Black_Charos ?

Attachment 10
Requires 1 BftU, 1 VW
Looks good!
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  #113  
Old November 28th, 2014, 07:29 PM
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Re: NEW!!! Uncharted Fires - 9/6/14 - HS2010'S Map Thread

Made a slight edit to The Hotways or the Highways:

The Hotways or the Highways 3.1
Requires: 1 BftU, 2 VW, 1 FotA


Moved one of the shadows adjacent to each glyph and replaced the previously occupied spots with lava. This all 4, 5, 6, and 7 move figure (no flying) to get to the glyph in two turns. The only 8 move figure that could land on the glyph (meaning single-spaced) is Cyprien so he can fly there or run there.

It's a minor change but it makes the glyphs so much more accessible for 4 and 5 move figures. It does however, make 4 move figures get to the right glyph faster (two moves) than to the left glyph (3 moves), but considering the 2nd move ends at height next to the glyph, I don't have an big problem with this.

The online version has been updated.

Last edited by Sheep; November 21st, 2016 at 08:16 PM.
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  #114  
Old December 5th, 2014, 07:21 PM
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NEW!!! A Thief's Vault - 12/5/14 - HS2010'S Map Thread

A new map here! My first legit attempt at a 1 BftU only map. I think it ended up pretty good. Like most BftU only maps, it suffers when "map-cloggers" are played, though. Anyways, it uses Wannok and 2 T-glyphs... It's A Thief's Vault!!!

A Thief's Vault
Requires: 1 BftU


Enjoy!
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  #115  
Old December 6th, 2014, 01:15 AM
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Re: NEW!!! A Thief's Vault - 12/5/14 - HS2010'S Map Thread

I would make it shorter and wider; keeping it at a similar length to normal tournament maps just isn't really that viable when it means you make it so thin that two figures can cover the entire width, IMO. There's plenty of material to make a reasonably wide and interesting middle, as can be seen in @Typhon2222 's 1x BftU maps.


Last edited by awesomeunleashed; December 6th, 2014 at 01:15 AM. Reason: Also, you didn't share the file :p
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  #116  
Old December 6th, 2014, 01:23 AM
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Re: NEW!!! A Thief's Vault - 12/5/14 - HS2010'S Map Thread

Quote:
Originally Posted by awesomeunleashed View Post
I would make it shorter and wider; keeping it at a similar length to normal tournament maps just isn't really that viable when it means you make it so thin that two figures can cover the entire width, IMO. There's plenty of material to make a reasonably wide and interesting middle, as can be seen in @Typhon2222 's 1x BftU maps.
File shared.

And I'll see what I can do! Thanks!
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  #117  
Old November 18th, 2016, 08:43 PM
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HS2010's Map Thread - Give me suggestions!!! - 11/18/16

I am wanting to build some maps, but more often than not it's easier just to get the .pdf to another map from someone and make it. I've thought of some maps but the combinations of terrain I want to use already have a lot of maps built with that terrain... I want some HeroScapers suggestions on what combinations of terrain I should use! Maybe even the type of map it should be!!! My available terrain is:

2 RotV
2 SotM
2 BftU
1 Marvel

2 RttFF
3 VW
2 TT
1 FotA

I'd like to build maps that fit into the BoV's requirements, but I would also build 3-4 player maps if someone wanted me to.

Interested to see what combinations you all come up with! Thanks!
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  #118  
Old November 18th, 2016, 10:43 PM
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Re: HS2010's Map Thread - Give me suggestions!!! - 11/18/16

I like the combination of 1xBftU, 1xMarvel, and 1xRttFF.

It's different, but enough terrain to have a decently sized map.
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  #119  
Old November 19th, 2016, 10:00 PM
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Re: HS2010's Map Thread - Give me suggestions!!! - 11/18/16

How about Just the hexes and crytoliths of Shadows over innstrad, with Rttff x2, and SotM? I think that could make for an interesting map.
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  #120  
Old November 19th, 2016, 11:37 PM
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Re: HS2010's Map Thread - Give me suggestions!!! - 11/18/16

3 vw + 2 tt
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