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  #97  
Old December 21st, 2021, 07:45 PM
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Re: Ulysses' Maps (New Map 10/2021)

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Originally Posted by AndreThaGiant View Post
Love the aesthetics, but I (a tadpole of a cartographer) have 2 initial concerns.
  • The hills feel sort of yours & mine
  • Giving bush bonus to height and glyphs might pose problems
What are your thoughts?
Thanks for your input ATG! Those are both valid points and I'll walk you through why it's designed the way it is. As far as your first concern goes; this was kind of the thought experiment to begin with. Yes, yours and mine hills are a good way to make a stale map, but my thinking was 'what if a map consisted solely of small hills?' The theory was, if there are enough hills that are small enough, well distributed, and quickly accessible by melee, it might actually be a lot of fun. The map comprises of eight 7-hex hills, with the hills outside the SZ only giving you lvl 2, the perimeter hills give you lvl 2 and 2 hexes of lvl 3, and, to draw the action to the center, the middle hills offer the best position with some lvl 2 and 3 hexes of lvl3.

The map does offer 8 hexes of lvl 2 with jungle protection, but the jungle predominantly helps lvl 0 and 1 spots and of course doesn't boost any of the highest places on the board. The jungle bush near the sand hill was specifically to draw SZ development to the left more as I felt there was a bit of a rightward pull. It gives two 5 move figs lvl 2 jungle protection on turn 1 which felt like a big enough draw to balance the pull.

I justify the glyph jungle bush with the fact that the lvl 0 in this map is a pretty poor place to be. Unless you're a small figure hiding, or have a water power, you're probably just there to grab the glyph, which doesn't have any LOS protection and has 4 higher adjacent hexes that can smack down on you. The +1 D you might get will still be worse than the +1 A that everyone else will likely be getting on you.

In practice podding has not been an issue on the map. Yes, you can try and claim a hill, but rarely can you hold it. There has been a fair amount of hopping from hill to hill, almost feeling like multiple miniature fronts falling and rebuilding which has lead to some truly epic moments.

Of course most of this is just theory scape as I can only run so many games on it myself, but figured I'd let you know how I tried to avoid some cartographical pitfalls while working within my initial concept.

Last edited by Ulysses; December 22nd, 2021 at 12:05 AM.
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  #98  
Old December 22nd, 2021, 10:10 AM
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Re: Ulysses' Maps (New Map 10/2021)

Fair enough. Keep 'em coming, @Ulysses !
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  #99  
Old December 23rd, 2021, 02:21 AM
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Re: Ulysses' Maps (New Map 10/2021)

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Originally Posted by Ulysses View Post
I'm pretty sure I'm done with this one. It has been so much fun to play, but it might undergo a tweak or two before it goes to the main list.

Stagnation
Love this...solid build!

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  #100  
Old December 30th, 2021, 04:37 PM
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Re: Ulysses' Maps (New Map 10/2021)

Made a few tweaks and am at a point where it's time to go up on the main page. Also included rules for Control Points format which this map lends itself well to. Hope y'all enjoy!
Online map also available

Stagnation
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Last edited by Ulysses; December 30th, 2021 at 06:13 PM.
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  #101  
Old December 30th, 2021, 08:06 PM
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Re: Ulysses' Maps (New Map 12/2021)

I like it a lot. Well done!

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  #102  
Old January 12th, 2022, 03:16 AM
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Re: Ulysses' Maps (New Map 12/2021)

IF YOU BUILD IT THEY WILL COME

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Last edited by Ulysses; January 12th, 2022 at 03:38 AM.
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  #103  
Old January 27th, 2022, 10:30 PM
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Re: Ulysses' Maps (New Map 12/2021)

@Ulysses , previously when I visited your thread, I could see your amazing photographs of your maps in the OP. But now, when I open the 'spoiler', I'm presented with merely a list of your maps's links — no pics.
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  #104  
Old January 28th, 2022, 01:20 PM
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Re: Ulysses' Maps (New Map 12/2021)

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Originally Posted by Typhon2222 View Post
@Ulysses , previously when I visited your thread, I could see your amazing photographs of your maps in the OP. But now, when I open the 'spoiler', I'm presented with merely a list of your maps's links no pics.
I had a few fellow scapers try and they are seeing the images. They do sometimes load slowly depending on your connection since they are larger files than VS screen shots. Maybe give it another go and wait on the page a while? Hope it works and thanks for dropping in!
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  #105  
Old January 28th, 2022, 03:02 PM
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Re: Ulysses' Maps (New Map 12/2021)

Quote:
Originally Posted by Ulysses View Post
Quote:
Originally Posted by Typhon2222 View Post
@Ulysses , previously when I visited your thread, I could see your amazing photographs of your maps in the OP. But now, when I open the 'spoiler', I'm presented with merely a list of your maps's links — no pics.
I had a few fellow scapers try and they are seeing the images. They do sometimes load slowly depending on your connection since they are larger files than VS screen shots. Maybe give it another go and wait on the page a while? Hope it works and thanks for dropping in!
Ah, that's it!
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  #106  
Old April 9th, 2022, 10:32 AM
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Re: Ulysses' Maps (New Map 8/2021)

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Originally Posted by Ulysses View Post
Percolator
Requires: 1 RotV and 1 TJ
Was looking over this and noticed that the level 4 hexes hexes aren’t even on each side. The big ruin side uses the rock single hex on level 3 to the side of the level 4 single hex instead of creating the 3-hex on level 4.

My only suggestion then would be to turn the 3-hex towards the grass a space so that two of its three spaces are adjacent to the grass. That would allow double spacer to engage the glyphs on high ground and make it so that half of the level 4 spaces are reachable from the SZ in 2 turns (5-move).

My Maps
Thy Kingdom Come

VCheese II Championship
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  #107  
Old Yesterday, 06:46 PM
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Re: Ulysses' Maps (New Map 12/2021)

My better entry (in my opinion) from the second Scapecon map contest. Enjoy!

Broken Top Pass
Requires: 1 RotV, 1 TT, and 1 FotA (ladders and battlements only)
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  #108  
Old Yesterday, 11:11 PM
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Re: Ulysses' Maps (New Map 5/2022)

This one seems solid but damn, Tundra maps just seem to annoy double spacers with all of those 1/2-hexes that have no great uses other than adding spotty height.

My Maps
Thy Kingdom Come

VCheese II Championship
* Marro Warriors, Raelin the Kyrie Warrior [RotV], Sir Gilbert, Knights of Westonx4
* Marro Warriors, Mimring, Raelin the Kyrie Warrior [RotV], Arrow Grutsx6
Boromir96 wins with 65pts (3 Knights and 1 MW) remaining.
The closest of all three VCheese Championships.

Last edited by heroscaper2010; Yesterday at 11:16 PM. Reason: Neither WoS nor my Tundra maps have great answers to this problem. Just a general observation recently.
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