|
Maps & Scenarios Battlegrounds and scenarios |
|
Thread Tools | Search this Thread | Display Modes |
#13
|
|||
|
|||
Re: Expanding the design space for competitive maps
|
#14
|
||||
|
||||
Re: Expanding the design space for competitive maps
I love the idea of making maps being the bounds of the "traditional" tournament standards. Personally, I've made a couple of maps that break the rules, but are intended for tournament play. I've always had a lot of fun making these maps and they tend to pull a lot of interest at our events.
For those interested, here is a list of the maps that break the standard set rules that we've used at events: Crescendo The Shattered Plains Parched (although that's just for the sand hexes) Valor's Vale I highly encourage any TD to break the norms of tournament standards and try something fresh. We've had a lot of success with random formats and unique maps down here in Dallas. It tends to breathe fresh air into the game. Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
#15
|
|||
|
|||
Re: Expanding the design space for competitive maps
Quote:
Crescendo The Shattered Plains Parched Valor's Vale |
#16
|
||||
|
||||
Re: Expanding the design space for competitive maps
Valor's Vale is amazing. I have been thinking about a map that used the castle walls with a.raised start zone like that. Very cool.
|
#17
|
||||
|
||||
Re: Expanding the design space for competitive maps
The only real issue with maps like that is that it becomes a fight on the bridge. The rest of the map generally doesn’t get used. Those maps do look amazing though.
|
#20
|
||||
|
||||
Re: Expanding the design space for competitive maps
@Ericth74
this sounds like a challenge for you! Can you make a "map set" of like three maps that use the combined parts of "6 or 7 different terrain sets - 3 master sets, plus 3 or 4 terrain expansions"? And with superhero themes for them? I think something like that would be an amazing asset to have for C3G Con.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#21
|
||||
|
||||
Re: Expanding the design space for competitive maps
Quote:
|
#22
|
||||
|
||||
Re: Expanding the design space for competitive maps
The Shattered Plains is easily one of the coolest maps to build and play on...friggin' legit.
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 |
#23
|
||||
|
||||
Re: Expanding the design space for competitive maps
A few thoughts from a tournament-organization perspective:
1) Tournaments where individual players bring ~ 1 map with them probably will never work for something like this, as it requires each player to have the larger combination of total terrain. 2) Tournaments where one collection is used to build all the maps could theoretically do this. It would be especially easy when one player is using their personal collection, as we typically do in our New England tourneys. I know I personally don't store my terrain by exact set (I have all my green 24 hexes together, not a block of exactly 1 RtoV set). 3) For a tournament like ScapeCon (& GenCon before it), this would certainly be possible, but it would increase the length of time setup takes. A few details on ScapeCon setup: each terrain set is delivered in a compressed brick, and each person who's building a map goes up to the terrain boxes and takes one set of each terrain they need (i.e. 1 RotV, 1 TT, 1 TJ) and brings those to a table to build the map, where they build mostly on their own. This would necessitate sharing those bricks, which would take longer as you'd have to go around looking for individual pieces as you need them. I don't know how much longer it would take, but my guess is that setup goes from something like 2-3 hours to instead 3-4 hours. Just wanted to add these observations as someone who has been involved in all 3 kinds and has helped with map setup at ScapeCon & GenCon. |
#24
|
||||
|
||||
Re: Expanding the design space for competitive maps
As someone who organizes tournaments on the local scene here in the midwest (and someone who is working in custom terrain!), our group is looking at deciding on testing and approving terrain for our local tournaments (16-24 players usually). I do not think that it needs to be approved universally before groups try it out, but it should be questioned, play tested and questioned again. GameBear, I really like the idea of new maps without boundaries!!! Any time you want to get together, I am all for it. I have never really built my own maps!
What GenCon taught me was to assume only one skull on three dice! |
|
Thread Tools | Search this Thread |
Display Modes | |
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
How do you design your maps? | BiggaBullfrog | Maps & Scenarios | 19 | August 10th, 2023 11:51 AM |
Jedi Academy - HoSS Public Design Space | Splash | Heroes of Star Wars Scape | 4 | July 4th, 2023 09:53 AM |
Cartographer's Toolbox - Creating Competitive Heroscape Maps | mad_wookiee | Maps & Scenarios | 35 | January 1st, 2021 07:02 PM |
NUN's Somewhat Competitive Maps (Some VS) | Not User Name | Maps & Scenarios | 20 | March 5th, 2015 07:33 PM |
Double-space squeeze, base-on-space, and hex-wide valleys | rickkunkel | Official Rules & FAQ's | 21 | January 10th, 2008 05:14 PM |