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Maps & Scenarios Battlegrounds and scenarios |
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#277
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
Quote:
Why do you hate zombies so much? All they want to do is eat your brains. Seriously, it's not a big deal. You fixed the only issue I had with the map that I thought was worth fixing. |
#278
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
Last round of edits on Hellsgate. Man, I never thought I'd spend this much effort moving around just a couple of hexes. The new edits are small in terms of the physical map surface but I think they'll have a definite impact. The biggest change is the addition of a second hex on the outside of the ruins, opening up the sides just a bit and making it much more difficult to block a figure along those paths. I've also added an additional hex on level 4 flanking the glyph, and I've raised one of the road hexes by one level making things a bit easier on double spaced figures. This meant another fairly involved rewrite of both levels 1 and 2 for what's in effect six single hex changes to the play area - but I think it was worth it.
Thanks to Gamebear for providing some helpful suggestions that let me solve a few of the design challenges - much appreciated! |
#279
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
mad_wookiee, these last changes turned it from a to a in my book. It needed the space around the edges.
Isn't GameBear great? |
#280
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
Well, "need" might be a stronger verb than I'd use. I think blocking the gap was tougher than one might assume from just looking at the image - it was at best a third turn play for most armies, and you'd pretty much have to completely ignore that side to allow it to happen. Still, I think this helps out a few of the slower armies and makes the path more reliable, so it's an improvement.
The challenge I find in doing major edits to a map that I've worked on for a while is that I allow some assumptions about structure to become set in stone. In this case, I really needed another couple of hexes freed up to get the additional hex on the outside of the ruins up to level 3. Gamebear pointed out that I could rotate the large castle walk pieces on level 2 to still cover the same area, leaving a single hex gap under the 24 hexers on level 3. I'd actually considered this orientation earlier in the map's life but at that point it didn't quite work, so I hadn't even looked at that swap. He's also pioneered so far as I know the use of wall bases as support pieces, something that I took advantage of to free up a few extra hexes from level 1. This is a terrain combo that really requires every hex to be used purposefully in order to have a balanced and aesthetically pleasing map. This version is very, very close to the one that I submitted for the contest - but I think it's ever so slightly better. I can't see anything at this point that's left to tinker with. |
#281
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
Ah, the ol' bases-as-support-pieces trick. Nice.
I'm definitely going to have to find time to play on this map before Gencon, even though it's not one of the Gencon maps. |
#282
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
It's on the list for a few of our local events, so I'm interested to hear how it fares.
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#283
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
I hope you don't mid but I nominated Hell's Gate. It is such an awesome map. I have played around twenty games on it and have not been disappointed at all. Great Job on it MadWookie
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#284
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Re: Mad_wookiee's Maps - Hellsgate added 5/14/2011
Wow - thanks! I'm glad you're enjoying it!
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#286
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Re: Mad_wookiee's Maps - Incendium added 6/9/2011
Classic mad_wookiee right there. I like it *much* more than Ember Canyon Road.
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#287
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Re: Mad_wookiee's Maps - Incendium added 6/9/2011
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#288
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Re: Mad_wookiee's Maps - Incendium added 6/9/2011
I love it; it really shows off the power of the lava terrain at its best. You're inspiring me to try similar terrain sets, and to get to that repainted lava project I've been meaning to tackle.
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