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Old May 10th, 2006, 05:28 PM
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Velenne's Maps and Scenarios- 4/16: Slayer!

Here's an index of my maps and scenarios so far.

I have 4 RotV master sets, 3 lava expansions, 3 road expansions, 3 tundra expansions, 2 Marvel sets, 3 Swarm of the Marro sets, 2 Battle for the Underdark sets, and myriad hodgepodge of pieces purchased on Ebay. Consequently, I can't say exactly how many sets of this or that you'll need for some of the older maps, but all of my tournament maps have their terrain requirements listed in GREEN. Each map included plenty of pics to base a design of your own on. I hope this thread serves to inspire to your own map building efforts!

Also, if you're looking for a full campaign to play against a friend, I've created a 7-map module called The Seige of Dulhammer Crag. It's Attackers versus Defenders as you play across 7 maps, the dynamics of the map changing depending your previous results. It's been the featured download of the week and is a lot of fun! I've also created a much newer campaign called Knights of the Daystorm designed to work with the new dungeon rules presented in MS3.



I've altered the format somewhat to make it easier to index the maps. Rather than sorting by page, I've simply sorted by type and included thumbnails.

Tournament Maps
These maps feature Virtualscape'd build instructions in printable PDF format. They're generally designed for 2 players with 24 starting spaces and 2 random face-down glyphs. There are some exceptions to this though. A icon next to the map name means that it's seen use in a tournament that I'm aware of. (If you've used a map in a tourney and I don't have it 'd, please let me know!)
Quote:
Originally Posted by Slayer
Slayer: A map designed for use in the 2010 Richardson Open. Uses 1 SotM, 1 FotA, and 1 RttFF.
Quote:
Originally Posted by Fen Orc Fort
Fen Orc Fort: A proof of concept for using battlements as support for 'turret'-like structures. Uses 1 SotM, 1 FotA, and 1 RttFF.
Quote:
Originally Posted by Migol's Gate
Migol's Gate: Shadow, road, and stone intertwine in this 2BftU/1FotA map.
Quote:
Originally Posted by Deep Waters
Deep Waters: Navigate the the twisting corridors of this 1BftU/1RotV map where positioning is key, but it's certainly not everything.
Quote:
Originally Posted by Shadow of the Mountain
Shadow of the Mountain: Dungeon tiles and glaciers split the map in twain as armies battle across the borders and in the gaps. 1BftU/1TT
Quote:
Originally Posted by Mines of Marr
Mines of Marr: 1BftU/1Marvel/1RttFF/1VW. All roads lead to the thorian glyph and protected paths to fiery heights.
Quote:
Originally Posted by Acolarh's Trial
Acolarh's Trial: Uses 2 Dungeon sets, 1 Lava set, and a little bit of a castle set. A central raised platform covers a chaotic melee mayhem below.
Quote:
Originally Posted by Obsidian Overwatch - Teams
Obsidan Overwatch - Teams: 1 RotV, 2 Lava, 2 Castle, 2 Dungeon. Legal ladder jumping, lots of roads, crazy time!
Quote:
Originally Posted by Swog Bog - Teams
Swog Bog - Teams: 1 RotV, 1 SotM, 2 TJ.
Quote:
Originally Posted by Canyon Run
Canyon Run - Teams: Lots of terrain but if you've got it, it's worth it!
Quote:
Originally Posted by Obsidian Overwatch
Obsidan Overwatch: 1 RotV, 2 Lava, 2 Castle. Legal ladder jumping, lots of roads, crazy time!
Quote:
Originally Posted by Dzu-Teh Drift
Dzu-Teh Drift: 1 RotV, 2 TT. Each army starts with a glyph of Thorian and a maze of passageways to navigate.
Quote:
Originally Posted by Sonlen's Gambit
Sonlen's Gambit: 1 RotV, 1 FotA(for pillars). Glyphs are big factor in this one, limiting both range and flight and making the overhang a risky proposition.
Quote:
Originally Posted by Feylund Fountain
Feylund Fountain: 1 RotV, 1 RttFF(for trees). A very small map with several tricky features. The two outer turrets are easy to take, and easy to flank.
Quote:
Originally Posted by Fyorlag Swamp
Fyorlag Swamp: 1 SotM, 1 TJ. A simple map I made while trying to make the most of these very small sets. You decide if I succeeded.
Quote:
Originally Posted by Walls of Solitude
Walls of Solitude: 1 SotM, 1 TJ, and 1 FotA. Fight for height and a fixed glyph of Thorian in a map that will test your ability to think in 3 dimensions.
Quote:
Originally Posted by Paludal Passage
Paludal Passage: 1 SotM, 1 TJ, and 1 RttFF. Showcases the new jungle terrain in a small, maneuverable map.
Quote:
Originally Posted by Astrid Favors the Bold
Astrid Favors the Bold: 1 SotM, 1 RotV, and 1 TJ. Two hills look down on 3 ways of getting an attack bonus.
Quote:
Originally Posted by Marr Highway - End of the Road
Marr Highway - End of the Road: 1 SotM and 2 TJ's. A swampy remake of my original.
Quote:
Originally Posted by Turn or Burn
Turn or Burn: 1 SotM, 2 VW's. Keeping your feet from catching fire is the trick to this one as non lava-rock tiles are at a premium.
Quote:
Originally Posted by Hive Drive
Hive Drive: Semi-symmetrical map using 1 SotM and 1 Marvel set with an Hive as a central terrain obstacle bridging a small tunnel.
Quote:
Originally Posted by Entrails Travail
Entrails Travail: A 3-player map where players must destroy the opponent whose starting zone is immediately counter-clockwise (right) of their own. Thus the player clockwise (left) of the first eliminated army is immediately declared the winner.
PDF Available! 1 RotV/1 RttFF/ 1VW

Quote:
Originally Posted by Loch Venoc
Loch Venoc: A 2 MS, 1 Road, 2 Castle map initially designed for a team tournament. Features split starting zones.
PDF Available!
Quote:
Originally Posted by Crux Redux
Crux Redux: A 2 MS, 2 Road, 2 Tundra map initially designed for a team tournament. Features split starting zones.
PDF Available!
Quote:
Originally Posted by Marr Scar
Marr Scar: Clouds of corrosive gas billow from sinkholes of infathomable depth in the heart of the swamps of Marr. The putrid green skies cast a deathly pallor over the battlefield as armies fight the mire and each other. 1 SotM
PDF Available!
Quote:
Originally Posted by Marr Highway - Mile 451
Marr Highway - Mile 451: In the swamps of Marr, the roads are spotty and fraught with danger. At mile 451, the ground has opened its maw and made travel all the more perilous. 1 SotM, 1 FotA, 1 VW
PDF Available!
Quote:
Originally Posted by Overpasses
Overpasses: Created by Luke C. Two major thoroughfares converge in what was once a bustling Earth interchange. Its multi-dimensional maze of pathways will challenge both generals. 1 RotV, 1 FotA, 1 RtFF
PDF Available!
Quote:
Originally Posted by Border Disorder - Revised
Border Disoder: Altered to remove ladder jumping and correct several playtesting issues.
PDF Available!
Quote:
Originally Posted by Border Disorder
Border Disoder: At the edge of the great tundra lies a gate once held by general Ullar- now abandoned to the inexorable crawl of the northern winter. The crumbling walls and swirling drifts set the scene for this battle. PDF Available! 1 RotV, 1 TT, 1 FotA

Quote:
Originally Posted by War in the Core
War In The Core: The core of a Primary Fusion Reactor on Alpha Prime has recently been the target of an enemy attack. Many systems are in disarray, but the turbolifts have fortunately remained online. As rescue
bots swarm into the area, they discover the invaders have laid a trap for them! PDF Available! 1 RotV, 2 RttFF, 1 FotA, 1 VW
Quote:
Originally Posted by Hunkered and Bunkered
Hunkered and Bunkered: Lots of cover and advanced maneuvering are a must! PDF Available! 1 RotV, 1 FotA, 2 RtFF
Quote:
Originally Posted by Fire and Ice
Fire and Ice: Navigate a variety of terrain features on this battlefield while you attempt to gain the few advantages offered to your army. PDF Available 1 RotV, 1 VW, 1 TT
Quote:
Originally Posted by Swog Bog
Swog Bog: The central area of this map mixes swamp and water for a unique effect. PDF Available 1 SotM, 1 RotV, 1 RttFF (trees)
Quote:
Originally Posted by Marr Highway BOV
Marr Highway: My contribution to the Battlefields of Valhalla is a long, narrow map where action travels back and forth along a central road. PDF Available 1 RotV, 1 RttFF
Quote:
Originally Posted by Stardust Fountain
Stardust Fountain: At the heart of Einar's empire lies the sculpted slopes surrounding Stardust Fountain, a wellspring of great power and strategic importance. PDF Available 1 RotV
Quote:
Originally Posted by Husk of the Holdfast
Husk of the Holdfast: Alyssar Holdfast was long past its time of glory when these armies arrived to pillage its storehouses. Now its battlements, moats, and walls would serve both sides. PDF Available 1 RotV, 1 FotA
Quote:
Originally Posted by Blade Glade
Blade Glade: Play with one friend or three in this team-friendly swampy map. 1 RotV, 1 SotM


Scenarios
Designed to change up the game a little bit. Few contain PDF's since the primary enjoyment is the scenario aspect.

Quote:
Originally Posted by [URL="http://heroscapers.com/community/showthread.php?p=954692#post954692"
Triune[/url]]A 3 player map with small starting zones.
Quote:
Originally Posted by Crossroads
A 2-4 player map where each general starts with a predetermined hero and builds an army around them. The four corners of the map are themed and synergize well with your hero. Protect your hero and defeat your enemy. (Here on page 1. )
Quote:
Originally Posted by 2 Fort
A unique capture-the-flag map with swinging gates and a defendable base. 2 players. (Here on page 1. )
Quote:
Originally Posted by Utgar's Thane
An enspelled Taelord and his army defend an elevated position. 2-4 players. (Also on page 1 here. )
Quote:
Originally Posted by Ascent of the Chosen
Begin play with one of your heroes in a form of stasis. Rescue your hero and bring him or her to the top of a spiral ascent to win this scenario. 2-4 players.
Quote:
Originally Posted by Mana Tree
Mana Tree: A tree on an unconnected piece of terrain sheds 2 glyphs per round. Reach the area by catching up to a moving teleporter to gain benefits (or curses!) for your army. Elevated roads connect the 5 islands. 2-4 players.
(All my pics for this one got lost in the switch from HQ, but the scenario rule are still there.)
Quote:
Originally Posted by Hunted
Hunted: A convoy carrying a sensitive package is en route to a Waygate. The long road is fraught with dangerous paths and ruthless bandits who will stop at nothing to see the package destroyed. 2-6 Players.
Quote:
Originally Posted by Invasion/Sacrifice
Invasion/Sacrifice: Two scenarios, one map! Both involve leading of your precious lambs to the slaughter in order to reap big benefits. 2-4 or 3 players.
Quote:
Originally Posted by Morsbane's Flying Tower
Morsbane's Flying Tower: Three armies converge on a mystical tower whose prize proves as elusive as victory. 2-3 players.
Quote:
Originally Posted by Black Hole
Black Hole: The remaining armies of Valhalla gather at the nexus of reality as space and time crumble around them. Even when all is lost, the battle rages on! 2-6 players. Includes a variant. PDF Available!
Quote:
Originally Posted by Zombie Island
Zombie Island: Team up and go against your friends to seize precious resources away from the zombies! (More scenario than map.) Updated 4.13.09!


Fun/Inspirational Builds
Sometimes you just want to see if you can design something crazy. These aren't necessarily practical or even fun to play, but they're sure fun to build and look at.

Quote:
Originally Posted by Aubrian Observatory
Aubrian Observatory: Compete for control of this former elven outpost deep in the swamps of Feylund. 2-4 players.
Quote:
Originally Posted by Depths of Feylund
Depths of Feylund: Plunging into the depths of the elven world, two armies attempt to navigate the multilevel, magical passages and decimate the competition. 2 players.
Quote:
Originally Posted by Earthquake!
Earthquake!: A bridge in modern Earth has suffered catastrophic damage after a massive earthquake. Two armies travelling in opposite directions have encountered each other near a crucial junction. 2 players.
Quote:
Originally Posted by Castle in the Sky
Castle in the Sky: Three teams face off in Capture-The-Flag bloodsport!. (No PDF, just pics.)
Quote:
Originally Posted by Jandar's Last Stand
Jandar's Last Stand: Jandar, weakened from so few updates in each wave, must make his stand at his last, most heavily defended wellspring.
Quote:
Originally Posted by Argonath
Argonath: At the northern approach to Nen Hithoel, flanking the great river Anduin, stand the two monuments to Man's greatest kings: Isildur and Anarion. Long ago this marked the northern border to Gondor, but now the realm is greatly diminshed. It is here that the Fellowship is ambushed by Saruman's orcs and Uruk-hai. And it is here that Boromir's heart betrays them all, breaking the Fellowship from within. (Just pics)
Quote:
Originally Posted by Terminal Velocity
Terminal Velocity: 2 massive armies meet in a twisted dimension that warps the mind and forces your units to consider threats from all sides! PDF Available
Quote:
Originally Posted by Ziggurat
Ziggurat: A gencon-inspired map that looks like it sounds.
Quote:
Originally Posted by Fun with Mats
Desert Crossing and Monkey Island: Two maps made using 5'x3' tile mats for water and sand.


Last edited by Velenne; April 16th, 2010 at 02:59 PM.
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Old May 10th, 2006, 05:29 PM
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The CrossRoads

The Battle of All Time has reached a critical juncture- literally. Syvarus, Brunak, Major X17, and Alistair MacDirk have lead their armies to the CrossRoads where a colossal fight will alter the course of history.

Pieces Used: Not exactly sure, but definately more than 1 master set. Also included are lava and road pieces. Syvarus, Brunak, Major X17, and Alistair Macdirk are the default units but others could be substituted as necessary. They were chosen for equivalent point values and appropriateness to the terrain.

Glyphs used: Move +2, Defense +1, Attack +1, Initiative +8, Healing, 2 Glyphs of Brandar (Artifacts).

Build: Sorry I don't use the Landscape program. I'm just not into that much detail and most people will change things to suit their taste.
-- Waterfall- Syvarus and the Initiative glyph go up top. One Artifact is placed at the base of the waterfall.
-- Volcano- Brunak is placed up top of the volcano. The Move +2 glyph is in the back corner on rock tiles.
-- Ruins- Major X17 is the pit area adjacent to the Defense +1 glyph.
-- Highlands- Alistair is placed up top. The Attack +1 glyph is placed beneath the overhang, all the way in the back. The second Artifact is placed in the rear corner.
-- Roads- The Healing glyph is placed in the center of the map on a road tile.

Setup: Players select 500 point armies which must consist of non-heroes. Their first unit, the default hero, is already selected for them and is to be subtraced from the 500 point total. Place units anywhere within the borders of your corner, but not on any road tiles.

Rules: If your hero dies, the glyph corresponding to his section of the map is also removed from play.
-- The Artifact glyphs serve as teleporters, transporting any unit finishing its movement on the glyph across the map to opposite glyph automatically. This does not end that unit's turn (it may still attack after teleporting). A unit may not teleport if the exit is already occupied.
-- Last Man Standing wins.

Overhead View


Waterfall Corner


Highlands Corner (Overhang is obscured, but consists of the furthest 3 tiles of the elvated area)


Ruins Corner (Walls are arrayed to allow only 2 entrances to the central pit area on foot)


Lava Corner


(You may notice 2 other glyphs on the roads. These were the Curse and Revive glyphs, kept face-down until activated. I removed these after the first game as their effect was negligible.)
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Old May 10th, 2006, 05:29 PM
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2 Fort

The factions take a break from typical warfare to duke it out CTF-style! Be the first to carry your opponent's Artifact glyph back to your base to win.

Pieces Used: Some lava rocks, quite a few trees. The rest is pretty standard. More than what's included in a single master set to be sure.

Glyphs Used: +1 Attack, +1 Defense, +2 Movement, +8 Initiative, 2 glyphs of Brandar (Artifacts), Wind

Build: I don't use Landscape but I'm sure you can figure out from the pictures what the idea is. The borders pinch off so that you're required to pass within range of your opponent's battlements in order to reach the Gate Switch (explained below). The trees around Sgt. Drake are set up to only allow 1 figure to attack him from each side. The summit of the Flag Tower is 9 hexes tall, as are the battlements.

Setup: In a 2 player map, players draft 500 point armies. In a 4 player map, players draft 250 point armies and play on teams of 2. Players deploy anywhere within their own base.

Rules: (here we go...)
-- Sgt. Drake starts the match on top of the Wind Glyph in the center of the map. He makes a single attack at the beginning of each round against anyone adjacent to him, but cannot be moved (or thrown). For the purposes of this map, he is immune to ALL ranged attacks, normal or special.
-- Gates: At the front of each base is a wall tile which blocks entrance on foot to the base itself. The gate can be manually opened at any point by its owner on his turn, but remains open until the end of the round when it shuts automatically. (A picture of a gate in the open position can be found below.)
----- Gate Switch: You may destroy your opponent's gate permenantly by stepping onto the sand tile clockwise from the corresponding base. This removes the Wall piece and the sand tile from play.
-- Walls: Walls have 5 hit points and take half damage from ranged and special attacks. When attacking a wall, no defense dice are rolled for the wall. A destroyed wall is removed from play. The two Gates leading into each base cannot be destroyed this way.
-- Flags: The Artifact serves as each player's flag.
----- Picking up a flag does not automatically end the character's movement. Once the flag is picked up, place it on that unit's card. If the flag carrier is in a squad, only that unit is considered to carry the flag. If a character dies while carrying the flag, it is left on the hex the slain character had occupied. If the flag is not picked up again by the end of the subsequent round, it returns to the top of the owner's flag tower automatically.
----- A unit may not end his movement on top of his own flag. (No camping!)
----- The flag can be transferred to another unit on the same team. This is done by moving the recieving unit adjacent to the flag carrier and declaring the switch out loud to the other player(s). At this point, the glyph is moved to the appropriate unit's card. Transferring the flag does not end that unit's movement automatically.
----- In order to capture the flag, a player must carry it to the top of his own flag tower and touch it to his own flag. If his flag is currently being carried by his opponent, it must be retrieved before the capture can be made final and the match over.

2Fort Overview


Drake guards the Wind Glyph


Gate in the "open" position


Gate Switch area


View from the Battlements to own Gate Switch


Flag Tower
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Old May 10th, 2006, 05:30 PM
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Utgar's Thane

Utgar's blitzkreig seems unstoppable. His ever-expanding armies leave scorched earth and death in their wake, taking no prisoners and giving no quarter.

Pieces Used: I don't even know why I include this part. Lots of lava and lava rock tiles, lots of road, and a few trees.

Glyphs Used: Artifact, Defense +2, Lucky 20-sider, and Move +2.

Build: Landscape = :P. The defense glyph is placed out of range of any of Utgar's shooters from the towers. The towers are less than 12 high, so monks can get up them. Roads and the move glyph give the Utgar army a lot of maneuverability, but woe to any double hex-- only fliers and single hexes are making it up top.

Setup: One player controls Taelord and selects an additional 400 point Utgar army. The other player selects a 500 point army from any faction(s) he desires other than Utgar. Utgar army deploys on any road tile. Other army deploys on any grass tile (but not on the defense glyph, of course).

Rules: At the top of the elevated area is the Artifact, which will serve as Taelord's Phylactery for this map. As long as any other Utgar unit hold the Phylactery, wounds given to Taelord are given instead to that unit. If that unit should die, the Phylactery is dropped and can be picked up by anyone.
-- The Utgar army must eliminate the opposition to win.
-- The Opposition must eliminate Taelord to win.

South Overview


North Overview


A Defensive Position


Bridge Close-Up
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Old May 10th, 2006, 05:31 PM
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Ascent of the Chosen

Many have come to the Ascent in search of the greatest gift of all- Immortality. But such a gift requires the greatest of sacrifices and the clock is working against our heroes. Who will the first to free their Chosen, climb the Ascent, and claim everlasting victory?

Glyphs Used: Wind

Build: The Ascent is made mostly of 7-tile grass pieces built such that each higher piece has 4 tiles "hanging off". A pair of 2-tile grass pieces support these hanger-offers. From time to time (every 5-6 levels) you'll need to add another 7-piece or two directly above the one beneath it to give enough headroom for the ascending heroes. Hopefully the close-ups below help. The tower is 23 tiles high. Trees and walls are used to help screen the prison areas and channel units into battling each other.

Setup: In a 2-player game, each player drafts 500 point armies. In a 3-player game, one player will be forced to have an opponent on each side of him and may deserve to start with a few extra points. In a 4-player game, each player drafts a 600 point army. Deploy on sand tiles. The Prison corresponding to your deployment zone is caddy-corner (opposite corner) from you. Place any one of your heroes in the center of the 7-piece lava rock tile there.
-- Place an order marker on the Wind glyph at the top of the Ascent. This will take the place of a "guardian". Sorry, you gotta get to it the hard way.

Rules:
-- The Chosen: The unit in your army's Prison is your Chosen and is the only unit you control that may bypass the walls around the Ascent as if they weren't there. In order to free your Chosen, a unit must step on the road tile adjacent to him. Until this happens, no order markers may be placed on the Chosen and he is immune to all attacks and abilities with the exception of the lava rock tile he stands on. Once he is freed, normal rules apply. If your Chosen dies, you are out of the game.
-- The Ascent: Impenetrable walls guard the Ascent. Only the Chosen may bypass them. Even flying creatures are barred by the walls and may not fly over tiles protected by them. The reason your hero is in stasis is because they went to the prison to recieve a spell that would allow them to circumvent the walls. It did, but it also paralyzed them. At least, that's the story if it helps you make sense of it in your mind.
-- The Guardian: <edit: This facet of the Scenario has been removed after playtesting. It was just too much.>
-- The first player to pick up the Artifact wins.

Prison area


The Ascent - Front View


The Ascent - Rear View


Prison 2 and Deployment Closeup


Wide Overview


Closer Overview
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Old May 10th, 2006, 05:32 PM
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Double Helix

Native elves of the region constructed beautiful bridges spanning an otherwise treacherous pair of lava flows and two mysterious mesas. A carved spiral staircase allows for passage to the majestic views found on high. Majestic, that is, when someone isn't shooting at you.

Glyphs Used: Attack +1, Defend +1, Move +2, Lucky 20-sider, Summon

Build: Lotsa road, some lava and lava rock. I really needed more 7-tile pieces toward the end. Making 4 spires takes a lot of pieces. The lava tiles ensure that anyone trying avoid the choke point in the middle or the outer spires is going to take their chances in the acidic water (see rules below).

Setup: Players draft armies (any point value) and deploy between any one of the 4 pairs of walls which have been arranged facing each other. Besides the Summon glyph between the mesas, the other four glyphs are randomly placed face-down in the appropriate locations (see pics below; 1 on the top of each mesa, 1 next to a water tile on each sand dune)

Rules: Standard annihilation victory conditions.
-- Acidic Water: Lava flows running into the water have resulted in increased toxicity. For every space of movement through an acidic water tile, reduce the defense of the unit by 1 for the rest of the game, to a minimum of 0. If the unit's defense is 0, the character instead takes a wound.

Overview


Wide Shot


East Side


West Side


Lava Closeup


Sand and Starting Zones


Spiral Closeup
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Old May 10th, 2006, 05:33 PM
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Pompeii

The Valkyrie generals have returned to this ancient city on rumors of long-forgotten magics buried beneath its ruins. Who will be the first discover the true secret of Pompeii and vanquish the opposition?

Glyphs Used: (Here we go...) Attack +1, Defense +1, Defense +2, Move +2, Summoning, Curse, Healing, Lucky 20, Range +4, Artifact. (Whew!)

Build: All walls curve in toward the center of the map. The outer rim offers a lot of speed via the road, no height changes, and some chance for cover. The center gives you height at the risk of some lava rocks and more open spaces.

Setup: In a 2 player game, draft 500 point armies. Any larger and you may want to stick to 400 points. There are only 10 glyphs after all. Set one of these face-down in the "elbow" of each ruins piece. Add or subtract glyphs to taste. You may not draft Brunak.

Rules:
Long-Forgotten Magics: Once a unit steps on a glyph, it is revealed and placed onto that unit's army card. The effects of the glyph only apply to units on that card. A few special rules are used for some glyphs, described below.
----- Summon: Uncovering the Summon glyphs allows the player to summon Brunak, the demon of pompeii. Brunak appears in the lava at the top of the volcano at the beginning of the round subsequent to the Summon glyph being uncovered. Place 3 new order markers on Brunak. He is considered his own army but takes his turns just before the player who summoned him. Brunak disappears at the end of 1 round.
----- Healing: The unit revealing this glyph may hold it on his card until a.) he recieves a wound. Discard the glyph and negate 1 wound. b.) on the units turn, consume the glyph to heal all wounds.
----- Curse: How unfortunate! The unit uncovering this glyph is slain instantly. That should teach you to meddle with powerful magics...
----- Artifact: FRENZY! The true secret of Pompeii is this Artifact. Place the glyph on this unit's army card. For the remainder of game, he recieves +1 attack, +1 defense, and +1 movement. If the unit is a hero, he also recieves +3 life. If the unit is a squad, all squad members recieve +1 life. However, you must place at least 1 non-decoy order marker on this unit's army card for the rest of the game or until it is wiped out.

Overhead


Wide Shot


East View


West View


Volcano


Glyph Placement


Glyphs Used
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Old May 10th, 2006, 06:12 PM
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Nice maps. Landscape.
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  #9  
Old May 10th, 2006, 06:20 PM
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Velenne Velenne is offline
 
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Still havn't gotten the hang of landscape.
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  #10  
Old May 10th, 2006, 06:20 PM
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netherspirit netherspirit is offline
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netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer netherspirit is a wielder of the Ban Hammer
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Still havn't gotten the hang of landscape.
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  #11  
Old May 10th, 2006, 06:41 PM
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gibberish_47 gibberish_47 is offline
 
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Nice to see your thread made it over, Velenne.

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  #12  
Old May 11th, 2006, 10:46 PM
SyvarrisX SyvarrisX is offline
 
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I want to see those in Landscape, if you ever get it down. I would like to build some of those.

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