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#3397
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Re: Battlefields of Valhalla Discussion Thread
I agree, dragon perches are a well-known problem.
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#3398
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Re: Battlefields of Valhalla Discussion Thread
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It's best I leave it "What he said." And by "he" I mean the good Rev. There USED to be a line in the guidelines...something about a wet noodle...maybe someone can dig it up. |
#3399
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Re: Battlefields of Valhalla Discussion Thread
Okay, that's all fine and dandy. I see what you mean. If I offset them would there be anything else keeping it from BOVness?
Deathreacers should be banned! |
#3400
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Re: Battlefields of Valhalla Discussion Thread
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The Chronicles of the Heroes of FictionOur Newest Hero: Nimue MY CUSTOMS:CLASSIC Updated 9/19/16/SUPERS/PAINTS/MODS/TERRAIN Updated 10/12/16 |
#3401
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Re: Battlefields of Valhalla Discussion Thread
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•The starting zones are imbalanced. Not only is green closer to the towers, it is much wider and shallower than purple, meaning larger armies will have a much easier time getting into the fray. •There is no road and significant climbing, meaning melee troops will have a very hard time. Range will overwhelmingly dominate. •There is nothing to draw players off the hill. The lower ground is clogged up by the ruins and basically useless. All the play will revolve around the hill, making tactical options limited. This isn't meant to rag on you, just answer your question as honestly as possible. If you looking for suggestions to prove your map, I would suggest rearranging the start zones, try to make them both similar in their with/depth ratio. If you move the small ruin out of its current spot (maybe to the top of the plateu), add a road along the lower ground, and add a glyph, you could make the lower ground more strategically viable. |
#3402
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Re: Battlefields of Valhalla Discussion Thread
He may not be a BoV judge, but he's a BoV cartographer for a reason.
The only thing I really have to add to what Mooseman said is that, in addition to having a shallower layout, the blue/green startzone has a much shorter path to the plateau. The purple startzone has to go around or through the water to reach the high ground. As far as the dragon perches go, I think one of the two towers has a battlement layout that will restrict most dragons, but the other would allow every dragon (with the probable exception of Nilfheim) to roost. |
#3403
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Re: Battlefields of Valhalla Discussion Thread
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I appreciate much of your imput and respect your cartographer title but I think you will agree with me that this is a rather well balenced map if you play on it once or twice 400-550 points best. Though, I cannot fight against the rule of the official judges so i'll be leaving to them. Plus my opinion is just that and it will differ from other people. Quote:
Deathreacers should be banned! Last edited by GeneralRolando; March 31st, 2010 at 06:18 PM. |
#3404
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Re: Battlefields of Valhalla Discussion Thread
Hey guys, let's try to keep this on track. If you want to debate the merits of a given map at length, please do so on that map's thread, not here. Thanks.
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". |
#3405
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Re: Battlefields of Valhalla Discussion Thread
Maps currently being reviewed:
Fossil by R˙chean My first impression of this map, was “cool – an asymmetrical map using SotM”. I didn’t realize upon first glance how little asymmetry there is here. The hive juts out a bit more than the 15-high tree, filling what would be water spaces on the opposite side of the map. Otherwise, both sides are identical. Despite such symmetry, the hive and the 15-high tree give each side of the map a very different look. Like “Elswin Plateau”, the start zones here are wide and shallow, spreading swarm armies thin and rewarding careful placement of key figures. Glyph access is roughly equal, save for a single-hex advantage when advancing on the glyph space to each start zone’s right. Moving the two forward start zone spaces proves difficult however, as these spaces provide the only legal place to situate a Hive as part of one’s army. The glyphs are well placed to draw action to otherwise uninviting areas of the map. The Hive and trees are well-placed as LoS blockers, and tended to divide the center of the map into three distinct zones. Two cleverly placed water tiles, paired with the stone walls, seemed to direct foot traffic to the right. Road tiles reach all of the important areas of the map, though (being only a single hex wide) they are easily blocked. I saw very few figures able to take advantage of the movement bonus offered by the road tiles. I felt like “Fossil” played a bit larger than its compact footprint would suggest. Who does well here? Well, fliers for one. Fliers can ignore the walls and water tiles which slow down ground-bound sloggers, as well as the hive and 15-tree which divide the center of the map. Melee benefit from prime placement of the trees and hive. Double-space figures find plenty of places to roost – there were no issues in getting the big boys across the map. Small armies will find fewer issues with the wide, shallow start zone. Though my initial impressions were a bit off, I’m still plenty impressed by “Fossil”. This is the best effort I’ve seen to date using SotM and RttFF. Congrats, R˙chean - my vote is Yes to record “Fossil” among the Battlefields of Valhalla! |
#3406
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Re: Battlefields of Valhalla Discussion Thread
Congrats on your second BoV map, R˙chean!
I wonder which map Kahrma will cast the deciding vote on next? |
#3408
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Re: Battlefields of Valhalla Discussion Thread
Glad to see Fossil join the BOV. I agree with Kahrma's point that it is a little map that plays bigger than it seems. Congrats, R˙chean!
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