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Maps & Scenarios Battlegrounds and scenarios |
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#1
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dok's maps - updated 7/24
It's a Trap!
D&D x1. Concrete Jungle: Uses D&D, Marvel, and FotA. Sculpture Garden: uses RotV and FotA. Blacktop: uses D&D, Marvel, and RttFF. Eggbeater: uses D&D, Marvel, and RttFF. Hard Eight (v4): uses D&D, Marvel, and RttFF. Helix Series:
Spoiler Alert!
Vesuvian 2.0: RotV + VW. Vesuvian: Other elevated molten lava maps:
Spoiler Alert!
Nature Trails 3.1: uses SotM and RttFFx2. Gen Con Map Contest submissions:
Spoiler Alert!
Kitty Corner: uses SotM, D&D, and TJ. Tournament-Worthy Asymmetric Map Workshop maps:
Spoiler Alert!
Other maps:
Spoiler Alert!
Last edited by dok; July 24th, 2014 at 12:16 PM. Reason: It's a Trap |
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Re: dok's maps - stairway to heaven
Nice! I like it. I'll have to try it out some time later.
"For by grace you have been saved through faith, and that not of yourselves; it is the gift of God, not of works, lest any man should boast" Ephesians 2:8-9 "Believe on the Lord Jesus Christ, and you will be saved" Acts 16:31 PM me if you would like to know more. |
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Re: dok's maps - stairway to heaven
That's odd,
I was expecting it to go much higher. |
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Re: dok's maps - stairway to heaven
Heh... I was trying to make it tournament-friendly. Still, a stairway going up level after level, such that double-spaced figures could climb all the way up, could be really cool... just saying.
Yeah, I have to credit ollie for the song-as-map-name concept. I was looking for some stairway-themed name, and really, it's the most obvious one. |
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Re: dok's maps - stairway to heaven
Quote:
Nice looking map; I'm looking forward to giving it a try. EDIT. Looking more closely at the picture, it seems like there are a few impossible battlements on the lowest level---they need hexes to attach to and I don't see them. EDIT2. I can't download it for some reason---I couldn't do your version of Halfway Up The Downs either; I wonder what's up. |
#7
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Re: dok's maps - stairway to heaven
Quote:
Quote:
I'm stumped. I'd guess it was my version of distiller, but that can't be it since you were able to open one of my files when it was e-mailed to you. I must be doing something strange/different in my uploading, but I haven't a clue what it could be. Anyway, I'll e-mail you a copy after I fix it. |
#8
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Re: dok's maps - stairway to heaven
I just very slightly edited the map, to reposition two of the little hills closer to the center of the map.
aaand, I changed the name. Last edited by dok; February 1st, 2009 at 02:17 AM. |
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Re: dok's maps - Birnam Wood to Dunsinaine
Wow, looks really interesting. I like the name choice as well.
I like the sides of the castle too, which give you options beyond just storming the front. |
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Re: dok's maps - Birnam Wood to Dunsinaine
Both maps look great, dok!
One Game to rule them all, One Game to find them, One Game to bring them all and in their wallets bind them In the Land of Valhalla where the Valkyrie lie. |
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Re: dok's maps - updated 6/13
I've made a remake of LongHeroscaper's Broken Skyline Remake, which is itself a remake of LongHeroscaper's BoV map, Broken Skyline. While both LongHeroscaper's original and his remake used RotV, FotA, and RttFF, this re-remake uses SotM, M:TCB, and RttFF.
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Re: dok's maps - updated 8/1
EDIT: slightly updated version.
I feel I owe the BoV judges a debt of gratitude for rejecting Swamp Helix 5.0. Although I was disappointed, the rejection led me to consider some possible redesigns. One of the redesigns hasn't quite panned out, and would probably end up being a different map with a different name even if it does. But the other redesign worked out much better than I expected, leading to the new version, Swamp Helix 6.2: <images deleted as newer version appears later> The big change was that I switched the sides the stairs run on. This meant that in stead of tracing a lazy "S" with two 60 degree turns, the platform now makes a hard "Z" with 120 degree turns. As a result of this change, I was able to cut off the corners of the map, leading to a much smaller footprint. At 28" by 23", The map's footprint (although not its material requirements, of course) would actually qualify it for the Gencon Map contest, with a full hex to spare on the long axis. The result of that squeeze is that there's a bit more material in play, which allowed me to have a more elevation changes on the non-platform part of the map. I still left four Marvel 7-hexers in the box, but every other stackable terrain hex from the four sets is used. (Marvel was used only for structure -- all asphalt/concrete is capped with roads or columns.) The reversal of the stairways also led to me extending the stairways into the startzones, so that two level two stairway hexes can start with figures on them. I don't think this is necessarily a bad thing given how important contesting the glyphs is in most games. Very few games seem to be a race to the platform on this map. I made a conscious decision to make all three glyphs be exactly 7 hexes from the start zones, as opposed to earlier versions where the side glyphs were 6 and 8 away from each side. This change, combined with the stairway reversal and the need to make the glyphs inaccesible from the platforms, led to a rearrangement of the middle section of the platform. One major side effect here is that the middle section is harder to reach for flyers. In old versions, Nilfheim or Mimring or Braxas could fly up to either side of the platform in one turn, but now they can only reach their "home" side right away. Anyway, enough rambling. I'm pretty happy with the re-make, but I need to do more testing. I made a bunch of major changes after building it for the first time, and I'm not sure something else won't bug me about it before I'm done. EDIT: I just updated from 6.1 to 6.2. The only change is that the trees that were in the middle were moved next to the castle wall. Now all four trees are arranged in a way that reduces LoS to the glyphs, forcing figures into the middle of the board. Last edited by dok; September 8th, 2009 at 07:08 PM. Reason: 6.1->6.2->now on 7.1 |
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