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  #37  
Old February 12th, 2019, 08:14 PM
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Re: Cleon's Maps: New Map 2/10/19 - Ambush

I really like secret cemetery...I so would love to use themed maps like this at a tournament.

@BiggaBullfrog Waddaya think about a tourney where we do a specific map theme?!? What if we did all cemetery themed maps or something...haha, would be freakiní legit.
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  #38  
Old February 12th, 2019, 10:17 PM
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Re: Cleon's Maps: New Map 2/10/19 - Ambush

@Leaf_It actually has been thinking of a themed Monthly for a while that we're hopefully going to be rolling out soon. This would be an awesome map for it, the cemetery theme is captured super well. It's begging for some scenarios too -- zombies all the way.
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  #39  
Old February 12th, 2019, 11:28 PM
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Re: Cleon's Maps: New Map 2/10/19 - Ambush

Quote:
Originally Posted by BiggaBullfrog View Post
@Leaf_It actually has been thinking of a themed Monthly for a while that we're hopefully going to be rolling out soon. This would be an awesome map for it, the cemetery theme is captured super well. It's begging for some scenarios too -- zombies all the way.
yesssss
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  #40  
Old February 13th, 2019, 01:53 AM
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Re: Cleon's Maps: New Map 2/9/19 - Secret Cemetery

Quote:
Originally Posted by BiggaBullfrog View Post
Quote:
Originally Posted by Cleon View Post
Ambush:

Awesome, I loved Wolf Swamp Road! This is a really cool take on it! For competitive play, I don't love that the glyphs are only 1 move away from some start zones and would just make them a little more even, and I think there's a little too much "dead space" between the main start zones and the area where the action will actually happen. But I love how you've turned the scenario into a really cool way to represent the ambush scenario! Great job!
Thank you. I loved that one too, it might be my favorite Hasbro map. Either that or Soulrazor.

Yeah, with Ambush I'm trying to make it as balanced as possible while retaining the Wolf Swamp Road stylistic aspects; I agree that there's a lot of deadspace there but that is similar to the original and I wanted to keep the general rivers cutting off the start. Also, I don't have the raised seven hexes in near the start area like the original does - I feel like you can camp with range on those so hard. I moved three of the trees to the middle and put glyphs down there so that it gave cover from the oncoming road and also a reason to jump down to the middle. And, like I said, the main problem with WSR is the AE which I solved with the five spaces starting on the early hills.

Basically the idea is to line your forces up on the road and travel through, with five scouts able to protect you, or ambush your enemy. I do wish there was a bit less 'deadspace' near the start but I couldn't really help that without getting rid of the five ambushing spaces or changing the general layout that feels like the original, and both I think are more important.

Not a hyper competitive map, but I think it's much more balanced than the original and still gives you the original's feel, if you want to relive it. I wouldn't say it's exempt from competitive play, either.
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  #41  
Old February 13th, 2019, 02:02 AM
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Re: Cleon's Maps: New Map 2/10/19 - Ambush

Quote:
Originally Posted by Sir Heroscape View Post
I really like secret cemetery...I so would love to use themed maps like this at a tournament.

@BiggaBullfrog Waddaya think about a tourney where we do a specific map theme?!? What if we did all cemetery themed maps or something...haha, would be freakiní legit.
Thanks for the kind words. At first when I made it I was just going for a cool thematic map and aesthetically pleasing map, but it ended up working out really well regarding its competitive potential.

The idea is that it is a hidden cemetery inside a big castle. There are six gravestones, four of which have been dug up or opened and lie glyphs in them, two are untouched. It's supposed to stretch further back, but the map itself is really only the entrance to it and first few gravestones.
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  #42  
Old February 13th, 2019, 02:53 AM
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Re: Cleon's Maps: New Map 2/10/19 - Ambush

I'm actually reworking Greenlands heavily right now (probably won't post it until several maps from now), but in the meantime I'll post my others, here's Keep Low!

Keep Low:



Additional Pictures:

Spoiler Alert!


Download

Sets Required: 1 SotM, 1 TJ
Glyphs: 1 random Power Glyph

Also posted some more pictures of a few more angles of Mountainside, Flanked, and Old Heat.

Last edited by Cleon; February 13th, 2019 at 03:26 AM.
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  #43  
Old February 15th, 2019, 07:12 AM
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Re: Cleon's Maps: New Map 2/12/19 - Keep Low

Behold, The Trench:

The Trench:



Additional Pictures:

Spoiler Alert!


Download

Sets Required: 1 SotM, 1 BftU
Glyphs: 2 random Power Glyphs

I needed some more BftU inclusive maps in here, so I decided to post this one earlier than I first intended. Probably won't see another BtfU map for about 8 more maps since I don't have one finished and the other 8 are pretty much ready to go (except one that I'm editing). But I will (obviously) make more BtfU maps after that, just will be some time before I get to it. But enjoy this one.
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  #44  
Old February 15th, 2019, 01:01 PM
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Re: Cleon's Maps: New Map 2/15/19 - The Trench

I really like Keep Low. Looks like a solid map and the Hive is perfect to force range who wanna camp to be on the front side where they can be engaged from low ground units. Looks like a fun map to play. Well done.
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  #45  
Old February 16th, 2019, 05:10 AM
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Re: Cleon's Maps: New Map 2/15/19 - The Trench

Quote:
Originally Posted by Sir Heroscape View Post
I really like Keep Low. Looks like a solid map and the Hive is perfect to force range who wanna camp to be on the front side where they can be engaged from low ground units. Looks like a fun map to play. Well done.
Thank you man. Yeah, the idea is to hide in the cover/defense of the jungle clusters and areas while you're also fighting for the hive high ground, or sand spot. And 'keeping low' grants you the glyph.

I like how it turned out. Originally I had the hive pushed slightly more towards the middle and there was higher ground on the other side of it, but I didn't find the fight for that area very interesting so I built the hive directly into that spot which works much better. It actually took me a long time to get the build correct; I had to rebuild the start zones many times. You don't have nearly as many tiles to work with with SotM as you do with RotV.
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  #46  
Old Yesterday, 06:54 AM
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Re: Cleon's Maps: New Map 2/15/19 - The Trench

Here's a snow map I made last winter (december '17 was it?) for some seasonal themed map tournaments I was having, it's called Athwart:

Athwart:



Additional Pictures:

Spoiler Alert!


Download

Sets Required: 1 RotV, 1 TT
Glyphs: 2 random Power Glyphs, 2 face up Glyphs of Valda
*Snow/Ice Rules: Heavy Snow, Normal Ice

I'm a bit unsure on how I want the glyphs on this map, right now I have it 2 random Power and 2 Valda. It definitely needs the plus movement, and I don't think I mind having 2 Valdas close to each other, either. But I'm still testing how I want the exact glyph play to be so I might edit it in the future. But I'm very satisfied with the build layout, I doubt I'll ever change that.

It will probably also work with 4 random glyphs, with 1 being a glyph of Valda, as well. Just make sure you have at least 1 Valda out there. Hmmm.....still debating the desired glyph play in my head lol. But it's a fun map, try it out.

Last edited by Cleon; Yesterday at 07:10 AM.
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