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Custom Terrain & Obstacles For Custom terrain, buildings, and other misc. obstacles |
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#13
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Re: Interactive Terrain Brainstorming thread
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What GenCon taught me was to assume only one skull on three dice! |
#14
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Re: Interactive Terrain Brainstorming thread
@coachmuskie
, I have to remind myself that sometimes less is more quite often. There have been so many times that I get so excited about a character or thing that I want to cram as much awesome in there as possible. In the end though, a quick and easy rule set for a piece of terrain usually hits the table more because it’s easy to use. Remind yourself as well that we have plenty of room for a bunch of ideas for a bunch of different terrain. That’s why, with the portal, it’s pretty cut and dry. Go from portal to portal, and it can’t get to confusing that way. The arcane rift idea is just thematic and optional icing on the cake. With arcane rift, I might make the possible negative side affect the same as rolling for a treasure glyph to keep it simple with a 5 or better and you don’t get thrown out on a random space. Simple. Yet it adds something very useful to the game, that just about anyone can recognize just from looking at it.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#15
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Re: Interactive Terrain Brainstorming thread
So my thoughts on terrain are that simplicity ABSOLUTELY rules. Look at all the official terrain we got. Nothing that isn’t a destructible object needed a card. Jungle pieces, shadow tiles, lava etc, all have an interesting, dynamic effect on battlefield construction and gameplay, but can all be understood and memorised by an 8 year old.
Now don’t get me wrong, there’s definitely a place in hero’s cape for a bunch of crazy whacky obelisks with 6 different effects or what have you, but if you’re trying for a C3V-level “official” project, this is not that place. The portals are an interesting idea for sure, as TREX says, but I’m even less sold on the Arcane Rift idea. First of all it adds a layer of variance that I think will make it a more difficult sell to many players. I personally don’t like the idea of the map bringing any level of uncontrolled variance to a game. The only official pieces that do that are the two lava tiles, and even then molten lava barely counts as variance, and lava field is easily avoided as you roll once at the end of the round. In my opinion, the map should be a known sum. You should be able to sit down at the beginning of a game, and know exactly what everything on the map is going to do. Figure, combat, and you opponent bring enough unknowns by far. Of course I’ll reiterate that I’m referring explicitly to a competitive setting here, whatever you want to happen in a casual game is absolutely your call. This could be a super interesting project, and one I would love to be onboard with, but I think that baby steps are key, IMO a terrain piece will need more testing than a figure, and too many knobs to turn on the first few pieces is going to make hammering out and streamlining that process exponentially more difficult. |
#16
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Re: Interactive Terrain Brainstorming thread
This is easily solved by having both terrain for competitive and casual play.
Terrain that can be set up to work like an AI, like the gun embankments, could make for possible solo or co-op play scenarios. |
#17
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Re: Interactive Terrain Brainstorming thread
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What GenCon taught me was to assume only one skull on three dice! |
#18
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Re: Interactive Terrain Brainstorming thread
As I said, there is definitely a place in 'scape for more intricate, splashy terrain pieces, I've made some myself. But I believe that place is within playgroups and the Custom Terrain thread in general. If the aim is a C3V style project, producing balanced terrain pieces that have a positive, dynamic affect on gameplay in such a way that they are both worth using, and avle to be used in a tournament/competitive environment should be the goal.
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#19
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Re: Interactive Terrain Brainstorming thread
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Anyway in terms of map-making, I see them as spread AT LEAST 7 hexes away form each other to prevent people from moving just from one to the other to not be attacked, or maybe at least some parts of the map this way. But they would make interesting "choke points" as a lot of the fighting might end up around them. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#20
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Re: Interactive Terrain Brainstorming thread
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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 |
#21
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Re: Interactive Terrain Brainstorming thread
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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 |
#22
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Re: Interactive Terrain Brainstorming thread
It seems like everyone participating in the thread have a good scope of the basis core ideas we need to consider to move forward with some really fun and interesting terrain.
Edit: as a general rule of thumb, we could limit the terrain pieces to a condition, and an effect to keep them to a level of simplicity. Arcane Portal for example: Condition-figures adjacent to an arcane portal may use one space of movement. Effect- to place their figure on an empty space adjacent to another Arcane portal on the battlefield. Simple enough, but effectively makes a whole lot of fun new possibilities for map makers. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#23
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Re: Interactive Terrain Brainstorming thread
@lefton4ya
, would you want the hedrons in a little set? Maybe one on a three hex, with two one spaced ones. As long as we have a base file, I can scale it and adjust it to whatever is needed and then post the appropriately scaled files onto thingiverse as a remix.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#24
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Re: Interactive Terrain Brainstorming thread
@Archie97
, this is in fact the thread we were discussing the “project at hand” to get it started, as far as I was aware. Are you starting up another project in another thread? We hadn’t came up with a group name for it as of yet. I would propose that to the group of people involved once it picks up speed and gains a little footing. Most of what was said in the other post was said here as well. There is definitely room to make a section for terrain of balanced proportions with simplicity for competitive maps, as well as a depository for terrain that is more complex that is there for fun only. With how small the community is for this kind of thing, I wouldn’t propose doing multiple groups for it. As far as making 3D objects or stls, the items on thingiverse have different permissions to them that allow for things to be used or remixed for different things. I’m both a 3D printing enthusiast and 3D modeler, so should be able to help gauge things in that aspect.
Edit: if you are interested, I’ll add you to the list of members wanting to participate here up in the second post I believe, along with anyone else that wants to get in on this. That way, once we form a solid group, with solid ideals, we can have a list of team members to make decisions. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo Last edited by TREX; April 29th, 2021 at 06:25 PM. |
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