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  #85  
Old August 26th, 2019, 01:07 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

Another new map! Here's Hollow Ramparts!

Hollow Ramparts

Maybe I should put something useful down here
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  #86  
Old August 29th, 2019, 08:00 AM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
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  #87  
Old August 29th, 2019, 05:38 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

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Originally Posted by Cleon View Post
I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
Thanks! I wanted to see if I could make a "competitive" map using a single BftU set, but that's incredibly difficult. I'm still happy with how it turned out though!

Maybe I should put something useful down here
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  #88  
Old August 29th, 2019, 07:01 PM
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Lightbulb Re: Shurrig's Maps: Hollow Ramparts (New Map)

Quote:
Originally Posted by JaesShurrig View Post
Quote:
Originally Posted by Cleon View Post
I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
Thanks! I wanted to see if I could make a "competitive" map using a single BftU set, but that's incredibly difficult. I'm still happy with how it turned out though!
Yeah. I honestly don't think you can make a good competitive map with only 1 BftU for the standard formats - 400+ pt. and 16-24 figs. Maybe in smaller formats or Heat of Battle or something, but I don't think it works with the standard. The best I've seen so far is Dignan's Shards. Typhon's Anvil is pretty good and I just made one I'm pretty happy with. But every one I've seen suffers from dragons, strong melee like Heavies simply rolling through, and/or rats clogging the whole thing.

Basically if you make it so that Zelrig hits big first turn, he's gonna dominate, and if you push the start zones back, then Nilfheim (maybe Braxas too) is going to position himself so that you can't get out of your start zone. I have mine built so that Zelrig can hit but not the full 7, but he still hits 4-5. I was hoping to get it down to 1-3 but couldn't configure it and maintain the other things I wanted in the map. And if you somehow solve this you still have the other two problems I mentioned to tackle.

You just don't get enough terrain to make a map that can run with the rest. If they had given you 2 spare 24 hexes for start zones then you'd probably be fine, but it always feels like you're spending half the map to make your start zones.

Last edited by Cleon; August 30th, 2019 at 01:26 AM.
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  #89  
Old September 1st, 2019, 12:06 AM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

Quote:
Originally Posted by Cleon View Post
Quote:
Originally Posted by JaesShurrig View Post
Quote:
Originally Posted by Cleon View Post
I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
Thanks! I wanted to see if I could make a "competitive" map using a single BftU set, but that's incredibly difficult. I'm still happy with how it turned out though!
Yeah. I honestly don't think you can make a good competitive map with only 1 BftU for the standard formats - 400+ pt. and 16-24 figs. Maybe in smaller formats or Heat of Battle or something, but I don't think it works with the standard. The best I've seen so far is Dignan's Shards. Typhon's Anvil is pretty good and I just made one I'm pretty happy with. But every one I've seen suffers from dragons, strong melee like Heavies simply rolling through, and/or rats clogging the whole thing.

Basically if you make it so that Zelrig hits big first turn, he's gonna dominate, and if you push the start zones back, then Nilfheim (maybe Braxas too) is going to position himself so that you can't get out of your start zone. I have mine built so that Zelrig can hit but not the full 7, but he still hits 4-5. I was hoping to get it down to 1-3 but couldn't configure it and maintain the other things I wanted in the map. And if you somehow solve this you still have the other two problems I mentioned to tackle.

You just don't get enough terrain to make a map that can run with the rest. If they had given you 2 spare 24 hexes for start zones then you'd probably be fine, but it always feels like you're spending half the map to make your start zones.
Itís really a shame that BftU sets are so expensive, a single set just doesnít feel like enough to work with. Even using RttFF and FotA with it feels like a challenge

Maybe I should put something useful down here
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  #90  
Old September 8th, 2019, 04:12 PM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

I'm working on a map currently and I keep getting stuck with it. As of right now I enjoy the design, but I'm scratching my head at what it is about it that I don't like. Something about it feels off, any suggestions would be kindly appreciated


Maybe I should put something useful down here
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  #91  
Old Yesterday, 04:28 AM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

You asked for feedback a while ago, so hopefully you're still looking for it.

I feel like there's an over abundance of water on one side of the map. I think that was part of the theme, but it's creating 1 hex walkways which can be easily clogged up. I'd try to make the pathing easier by swapping out 2 hexes of water from each side, so that it's easier to move into the center of the map. As it is now, there's a spot on the other side of the 2hex walls adjacent to the startzone, that I don't think I'd ever move a unit into, because the water and the battlements create a roadblock. Let me draw on the map to try and illustrate what I'm trying to say.


Each color is the path a figure with 6 move could take on it's first turn. The Yellow area is an area that serves no purpose unless you have Flying, or can ignore water with Slither or something. The water and battlements block the movement enough that the area doesn't have much use. It's also possible to block the left side, that RED and GREEN figures would move through, with just 3 figures, making that part of the map very susceptible to clogs.
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  #92  
Old Today, 12:16 AM
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Re: Shurrig's Maps: Hollow Ramparts (New Map)

^This is a really good analysis...I think Leaf's got a point here.
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