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Maps & Scenarios Battlegrounds and scenarios |
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#1
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'Scaper Family Maps
This is where I'll stash the Scaper family maps on the rare occasions we put something together we think is good enough to share.
My first finished product. I'm very pleased with this one: The Fallen Pier The DL has been fixed; now this image appears on the front page: Discussion begins in this post. KidScaper's entry into the contest, Plateau of Doom: Original OP:
Spoiler Alert!
Last edited by Dad_Scaper; May 16th, 2011 at 11:25 PM. Reason: fixing link... |
#2
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Re: 'Scaper Family Maps
Very nice! I like the look of it, but height is not spread well- it is all on level 1, except for the hill. The hill also is not blocked well LoS-wise. They can shoot to the side easily, and demolish the road leading to the hill.
It takes 6 moves to get to the level 2 road/sand/etc- I would add height "in the way" (but still benefiting gameplay) to make it 2 movements for all units to get to the desired areas. I would make a couple of edits on the hill, and with height if you plan on a V2. Otherwise, it looks quick paced and exciting to play on! -Robber Edit- Oh, and maybe battlements... |
#3
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Re: 'Scaper Family Maps
Quote:
Your checklist, all the way down to the battlements, is a good one and those are things I thought about. I wanted to make something that didn't feel like a variation of other maps, but was still an enjoyable, interesting and fair map. Conceptually, my thought was the glyph would pull action to one end, the height to the other, and the relatively short distance between start zones could pull armies right through the middle. The "height" end of the map is the one I'm struggling with most. Anyway, thanks for your input. No doubt you're mostly right. |
#4
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Re: 'Scaper Family Maps
Thanks. The only thing I am really worried about is the lack of height approaching the middle. If I can see the PDF, I can figure out where to adjust terrain to get some more on level 2.
(As in- there probably are unneeded tiles underneath the rock 24-hexes or... somewhere). |
#5
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Re: 'Scaper Family Maps
I've received some excellent advice, from Robber and from a wonderful 'Scaper who's been around a long time but appears to prefer PMs to posts, and I will be revising as soon as I can get around to it.
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#6
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Re: 'Scaper Family Maps
Problems 1 and 2 I have no idea about, but to upload the build instructions, download CutePFD, then print the build instructions, and when it asks you what printer you want, select CutePDF. That will turn them into a pdf file that you can then upload here (Downloads=>Add=>Browse=>Add file).
As far as the map itself, did you consider making the road run all the way from the height to the glyph? I think that might help keep the action swinging across the map. |
#7
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Re: 'Scaper Family Maps
Quote:
I like the idea of extending the road. That's one of a couple changes I want to make. |
#8
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Re: 'Scaper Family Maps
Ok, major overhaul complete.
The new Fallen Pier: I wanted to preserve the relatively flat, plain aspect of the map. I think there are interesting choices to be made here and I wanted to let the map be background music and not the main event. 1: Every hex is relevant now. By shifting from the traditional rectangle to this arrow shape, the dormant top corners are gone and the "beach" water now becomes hexes over which ranged attackers can fire at a glyph holder. 2: I shrunk the height end of the map. 3: I made the random glyph Wannok, to stop someone from camping on height, and I added a treasure glyph. 4: I extended the road. This combined with (2) means that both ends of the map are accessible on the road. 5: I moved some water and opened the center area, making it a little easier to pursue a strategy involving rushing through the center of the map. Thanks for your input, all, now I'm ready to do some playtesting. |
#9
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Re: 'Scaper Family Maps
I like the changes that you've made, and the features you kept. The new footprint is very cool, and I like how the road runs the full width of the map, connecting two of the key strategic features (height and Wannok). Forces look pretty well protected while in their start zone, but fall into quite the firing range one they reach the road, but the broad swath of road near the center of the map looks like it will help keep everyone mobile.
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#10
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Re: 'Scaper Family Maps
Use a virtual printer, it will create a Pdf file rather than actually print on paper.
You can use CutePdf as recommended by Killometer. Another good choice is PrimoPDF which is recommended by AliasQTip. I personnaly use doPdf. Quote:
(Note: I am not 100% sure what the menu and command names are, because I personally use the french version.) Quote:
Open a 3D-view window of your map, and the 3D-view will automatically be onto the first page when you print. Of course, if you use a virtual Pdf printer, the 3D-view will be onto the first page of the pdf. To create a 3D-view, use the button with 3 gold bars. You can turn, move and zoom the picture, with buttons, arrows keys, shift+arrows, Page Up & Page Dn keys. You may also generate a high quality picture: clic the button with a camera (may take a long time, be patient). |
#11
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Re: 'Scaper Family Maps
Thanks, dalu.
As you can see from my second version of this map I did resolve a number of those questions, though I'm still working on some of the others. Can CutePDF, which is what I'm using, merge PDFs? Thank you for the help, dalu, and thank you for the kind words, Killometer. |
#12
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Re: 'Scaper Family Maps
It looks nice! I noticed it doesn't use the full terrain of RotV, however. I'd add a few hexes on lv 2 on the approach to the central road section and maybe instead of the water tiles. This would make height less contested and would spread figures throughout the map.
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