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  #133  
Old November 29th, 2023, 06:25 PM
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Re: Shurrig's Maps: Crumbling Castle

Nice! It really conveys the theme well.

Now I am nowhere near a seasoned map expert, but the center hill looks like it would offer a significant vantage point for ranged figures (10th Regiment of Foot, for example), and might be challenging to assault. What if two columns were added on the top hill? That would obstruct the amount of clear shots the hill defenders would have.
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  #134  
Old November 29th, 2023, 06:39 PM
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Re: Shurrig's Maps: Crumbling Castle

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Originally Posted by Myriadite View Post
Nice! It really conveys the theme well.

Now I am nowhere near a seasoned map expert, but the center hill looks like it would offer a significant vantage point for ranged figures (10th Regiment of Foot, for example), and might be challenging to assault. What if two columns were added on the top hill? That would obstruct the amount of clear shots the hill defenders would have.
Good idea, M. I love the map too and the columns would make it even better.

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  #135  
Old November 30th, 2023, 02:19 AM
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Re: Shurrig's Maps: Crumbling Castle

Quote:
Originally Posted by Myriadite View Post
Nice! It really conveys the theme well.

Now I am nowhere near a seasoned map expert, but the center hill looks like it would offer a significant vantage point for ranged figures (10th Regiment of Foot, for example), and might be challenging to assault. What if two columns were added on the top hill? That would obstruct the amount of clear shots the hill defenders would have.
Hey, thanks for checking out my thread!

Part of the thesis of this design was actually to limit LoS blockers and keep that middle pretty open. I think the ladders, road, and the overall size of the map actually helps deal with range. Given that its so small, Knights can reach level 4 and attack those positions within 2 turns. Though, I will admit that they can easily shoot at the glyphs, so maybe the sides could use a little cover.

I appreciate the feedback, I really enjoy the collaborative nature that mapmaking in this community welcomes and oftentimes catches things I've missed.
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  #136  
Old December 1st, 2023, 12:34 AM
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Re: Shurrig's Maps: Crumbling Castle

Your explanation makes sense; there are plenty of columns and battlements to sneak around before you make a run at the hill.

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Part of the thesis of this design was actually to limit LoS blockers and keep that middle pretty open.
I like that concept.
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  #137  
Old January 6th, 2024, 08:41 PM
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Re: Shurrig's Maps: Kuraokami

Happy new year! I wanted to use a terrain combo that is rarely if at all used, specifically Marvel, Fortress, Tundra, so I've got a bit of an odd one here. Here's Kuraokami:

Kuraokami

Last edited by Shurrig; January 9th, 2024 at 07:22 PM.
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  #138  
Old January 6th, 2024, 08:45 PM
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Re: Shurrig's Maps: Kuraokami

Nice combo! I think it works well.

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  #139  
Old January 6th, 2024, 11:21 PM
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Re: Shurrig's Maps: Kuraokami

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Nice combo! I think it works well.
Thanks a bunch!
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  #140  
Old January 31st, 2024, 04:41 PM
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Re: Shurrig's Maps: New Multiplayer Map/Updates

Adding Aubrien Hideout to this thread! I had posted it already in the casual maps channel over on the discord but forgot to put it here

Aubrien Hideout


Also, some updates to Guts and Viney Pines! Thanks to everyone's feedback on these, I'm liking these new versions much more.

Guts


Viney Pines
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  #141  
Old March 25th, 2024, 10:40 PM
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Re: Shurrig's Maps: New AoA Maps

My maps for the AoA Map Contest. Here are Ceremony and Lost Wonder:

Ceremony


Lost Wonder

Last edited by Shurrig; March 31st, 2024 at 08:40 PM.
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  #142  
Old April 9th, 2024, 11:50 PM
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Re: Shurrig's Maps: Tigress

New map, Tigress:

Tigress
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  #143  
Old April 10th, 2024, 04:12 PM
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Re: Shurrig's Maps: Tigress

At a glance, I like it a lot. my gut feeling of the ruin placement seems like it's more aesthetics than functionally useful...but that's not always bad.

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  #144  
Old April 10th, 2024, 09:43 PM
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Re: Shurrig's Maps: Tigress

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Originally Posted by Sir Heroscape View Post
At a glance, I like it a lot. my gut feeling of the ruin placement seems like it's more aesthetics than functionally useful...but that's not always bad.
Thanks! And yeah, I've been trying to make double long ruins work for a minute, trying to compensate for all the double short ruin maps out there. I'm happy with where they ended up, as the spaces behind them are best used as launch points onto level 3.
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