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Maps & Scenarios Battlegrounds and scenarios |
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#301
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Re: Wargrounds of Scape (WoS) - discussion thread
And with that, Stygian Rift is inducted (and three more maps are knocking on the door)! Congrats
@Typhon2222
!
Casters of Valhalla: THE Competitive HeroScape Podcast!
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#302
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Re: Wargrounds of Scape (WoS) - discussion thread
Congrats
@Typhon2222
indeed!
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#303
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Re: Wargrounds of Scape (WoS) - discussion thread
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@Flash_19 , @OEAO , @heroscaper2010 , thank you! I'm pleased as (spiked) punch. |
#304
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Re: Wargrounds of Scape (WoS) - discussion thread
After taking another look at it since the nomination, The Swamps of Oighir Scath has an issue where a double-spaced figure (or two single-spaced figures) standing on the glyph from the middle of the four level-1 Swamp/Ice spaces can prevent another double-spaced figure from ever engaging them.
If this isn’t deal breaking, great! If it is, I totally get it. Last edited by Sheep; November 21st, 2021 at 09:53 PM. |
#305
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Re: Wargrounds of Scape (WoS) - discussion thread
Quote:
Your description of Dance of the Dryad's 24-hex dungeon tiles "living life on the edge" had me laughing. I'm curious, though, what your worries are..... Do you fear that the 24-hex slabs will actually break? I really like your suggestion to turn the outermost level-three lava 2-hexer so that the end adjacent to shadow is moved inward one space. And following upon that, I would probably move that shadow tile one space inward as well, so that that moved bit of lava can still be contested from downhill shadow. Oh well, too late now, I guess. |
#306
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Re: Wargrounds of Scape (WoS) - discussion thread
It’s one of the nice things about the WoS,
@Typhon2222
, is that maps may be updated and re-reviewed!
So if you have some tweaks, feel free to make them and see how they strike you |
#307
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Re: Wargrounds of Scape (WoS) - discussion thread
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Honestly, I'm not really worried about them breaking. I am worried about 24 hexes warping though. It drives me crazy trying to build maps with warped tiles that don't always sit flush. Maybe I'm just OCD? I recognize that I probably stress too much about my tiles, but then I really want them to last as long as possible... |
#308
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Re: Wargrounds of Scape (WoS) - discussion thread
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I hear you about warping. I have a few 24-hex swamp slabs that don't sit flush on all sides, and they drive me crazy too. I bought them used, though, from eBay, so figure the previous owner must have subjected them to some strange lab experiment, or else turned them over to a five-year-old monster. So far, no tiles that I bought new myself have ever warped — excepting a few that I spray painted and then left outdoors too long in the summer sun. They ended up buckling like New Year's promises. |
#309
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Re: Wargrounds of Scape (WoS) - discussion thread
Built Bad Moon Rising but added the 4 unused end bases/pillars to better mark what the start zones are.
Definitely impressed with how good the map looks! |
#310
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Re: Wargrounds of Scape (WoS) - discussion thread
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Yes, that Bad Moon Rising is a looker. |
#311
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Re: Wargrounds of Scape (WoS) - discussion thread
Battlefield 23
I feel like this map has been around for a long time, which is weird because it hasn’t. Nevertheless, that it has so solidly inserted itself into my brain as “generic good map” speaks to its quality. There’s just so many obvious good things here - careful use of LOS blockers, excellent pathing, good multiple options for height, balanced startzone deployment. My first concern when I started judging the map was the size. It is quite fat across the middle and I was worried that this would lead to large parts of the map staying empty. However in my experience even medium-sized armies will tend to move around the map in search of more height options to play with. Overall, not a lot to say here - it’s just a very solid map. YES to induct. Belly of the Beast I have had several fun games on this map, and wouldn’t really be upset to play more on it. This terrain combo is a favorite of mine (Wyrmwalk, which is the same combo but with one more BftU set). 1xBftU with no additional master sets is a challenge to work with, and overall I find the gameplay on this one to be quite nice. I can excuse some of the weirdness in the footprint shape due to the material constraints. Nevertheless there are a few issues. One is the multiple asymetries. One startzone has a fully waterlogged space (water surrounded by water) so a full startzone single-spaced army would lose a full figure move playing from there. More pressing is that the other startzone gets shadow space start positions, and has closer access to the lone level 4 space on the map. Overall, the shadow startzone seems a fair bit better, to the point that I would always want to place first on this map. Also, the choice to have the elevated road with the railings always seems strange to me on this map. In practice I’ve found that it leads to the back side of the map seeing less use. The nature of that elevated road section, with the molten lava and tree blocking some of the access, can make it pretty easy to block up in some games as well. Overall, as I said, I have generally enjoyed my games on this map, but it just has a few too many issues for me to overlook. NO to induct. Highways or the High Way, Jungle Edition This map is one where I had most of a review ready to go before the WoS ground to a halt years ago. However, the years have not dimmed my affection for this map. As I’ve said several times, I value maps that deliver unique experiences that are still reasonably balanced and dynamic. To me, this map delivers on that. This map steers right into the “two hill problem”, but lives to tell the tale. The use of road in the middle with some steps on each side makes going across the gap much less painful than it is on most other maps with this basic shape. This is probably the best use of ladders in any tournament map, ever. I’ve seen them on other maps but in no other map do they feel so essential to gameplay. They provide critical links across the gap, and add some extra virtual height against the glyphs. That said, the worst thing I can say about this map is that it can, at times, collapse to one side. I’ve seen many games where 90% of the action took place on basically half the map. Nevertheless, those games rarely felt cramped to me, so I don’t think that’s a deal breaker. It’s a far better fate than two armies hunkering down and sniping from max range at each other, which is not something this map tends to lead to. At the end of the day I’ve just seen lots of fun, memorable games on this one, and I would be happy to see it as a tournament regular. YES to induct. |
#312
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Re: Wargrounds of Scape (WoS) - discussion thread
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Hey everyone, With the backlog now in a much more manageable state, the moratorium on nominations is lifted. Be aware that the 4 month timer still only applies to the oldest 6 maps in the nomination queue. Last edited by dok; December 3rd, 2021 at 11:39 PM. Reason: * 4 month |
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