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Maps & Scenarios Battlegrounds and scenarios |
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#50
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Re: Typhon2222's Maps
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#51
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Re: Typhon2222's Maps
Following excellent suggestions by Robber and Dad_Scaper , I've revised YAR'S REVENGE. Here's how it looks now:
Three changes were made: (1) The two stalagmites in the central shadow corridor were pulled back. This provides better coverage of the starting zones. It also makes it easier for very large figures to traverse the central corridor (and harder for rats to clog it). (2) The glyphs were moved by one hex, and the hexes around them changed. (3) I added two hexes of extra height, one per side. You can just see them in the middle of the two rock plateaus, nestled in the crook of the tallest encircling walls. I think these will make things in each of the two 'rooms' more interesting. Here are the new build instructions. Let me know what you think! |
#52
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Re: Typhon2222's Maps
Heya Robber, thanks oodles for the detailed feedback!
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To counter-balance them, I think the game could use glyphs that rather than adding to one's own attack/defense stats, instead decrease the stats of one's opponent. That would give incentive to play high-cost high-stat (and melee) units instead, since if your opponent grabs the glyphs, it hurts you less in relative terms. Quote:
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Absolutely true. Part of it has to do with my attempt to make maps friendly to double-hex figures. I may be over-compensating though. Of course, it's also true that the two maps you're looking at have lava fields as the highest points. |
#53
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Re: Typhon2222's Maps
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#54
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Re: Typhon2222's Maps
Yay, YAR'S REVENGE has been accepted for review by the Maps for Noobs.
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#56
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Re: Typhon2222's Maps
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#57
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Re: Typhon2222's Maps
Hey, Typhon2222. After seeing a couple of your map nominations in the Battlefields of Valhalla thread, I thought I'd come over here and explore. You have some good-looking work, I might try something for our April gameday.
I hope you'll move beyond your frequent use of paired glyphs, though. Either each team gets the same glyph, which equates to none at all, or one player would get both. Move +4, or Initative +16, seems rather unfair to me... Keep up your efforts. |
#58
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Re: Typhon2222's Maps
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So you normally prefer an odd number of glyphs? Personally I dislike having only one, since it tends to suck all action towards it (usually the center). I can see the allure of three though.... |
#59
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Re: Typhon2222's Maps
Pretty shore Utah meant he wishes you wouldn't double up glyphs, to be "fair." Two Initiative glyphs, or Move glyphs, one on each side of the map. If the glyphs are evenly spaced from each start zone, but vary in power, 1 move and 1 wound, then the match becomes more interesting. If both sides want the wound, then the fight will go that way. But if one side leaves the move glyph uncontested to focus on the wound glyph, will the guy who takes the move get enough of an advantage to overwhelm the other? And so on. Make sense?
- Heroscape is a standing game. - |
#60
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Re: Typhon2222's Maps
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For one thing, it constricts map design: to be fair, that system requires glyphs need to be evenly spaced from each start zone, as you say. That wouldn't be too bad, but the problem is that having them evenly spaced isn't enough. To be really fair, it requires having equivalent environments around each glyph regardless of which side they're approached from. Because if, say, the glyphs have higher ground on one side than the other, or better firing ranges when approached from one side, or whatever, then there's incentive to go that way. And if the glyphs aren't the same, then you've just introduced assymetry that helps one player. Take your own Rising Fever, RV. Each glyph is 11 spaces from the start zone. But all other things being equal, I imagine I'd more often want to go left than right. Why? Because going left takes me past a bush, whereas going right doesn't. And if I'm a double-hex large figure, I can actually park on the hex and get the bush bonus at the same time for fewer movement. So if it turns out that the glyph to my left is a preferable one -- say Astrid or Gerda or Valda, not Dagmar or Lodin -- then I've got a slight advantage. Your Rising Fever (which is an awesome map, btw) is actually a lousy example for me to pick, because the advantages of going left rather than right are going to be pretty minor in most cases. But you get the point. Using two of the same glyphs allows you to place them anywhere on the board, as long as their positions mirror each other. This opens up more options for map design. Last edited by Typhon2222; April 6th, 2011 at 10:42 AM. |
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