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  #25  
Old December 28th, 2010, 06:08 AM
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Re: Typhon2222's Maps

Arcus, you're too kind. Don't make me blush now, y'hear?

And your point about keeping table space in mind is well taken!
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  #26  
Old December 28th, 2010, 06:31 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps

On GameBear's suggestion (thanks GameBear!), I've managed to reduce Vulcan's Bowels from 3 Marvel to only 2, without changing the surface at all.

New build instructions uploaded.

Last edited by Typhon2222; December 28th, 2010 at 10:50 PM.
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  #27  
Old December 28th, 2010, 12:03 PM
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Re: Typhon2222's Maps

I played on Quicksilver Fane the other day, and was quite happy with it. Normally, I am wary of start zone choke points, but in this case, it remains balanced between melee and range by giving the melee a road. However, if Glads / Blasts aren't killer on this map, nothing is. I defeated my dad's Nagrubs x5 / Wo-Sa-Ga / Tor-Kul-Na with Glads x2 / Blasts x2 alone. Glads lock down the roads, Blasts have a field day. Not a huge problem for me, as 'Trons aren't especially popular in my area, but it might be for others.

Still, a great map, and one I look forward to playing on again in the future.
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  #28  
Old December 28th, 2010, 01:38 PM
Fen_Hydra Fen_Hydra is offline
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Re: Typhon2222's Maps

I've just gotten in a few games with Vulcan's Bowels, and it plays pretty well. The heavy amounts of outcroppings make it more difficult to get LOS, and their placement really helps (Especially for the 3-hex). Playing a melee vs. range, it seems very balanced, and the two move glyphs allow faster figures to really get moving. (Our game involved some move 10 Greenscales.) Overall, it's a great map to play on and looks great as well.
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  #29  
Old December 29th, 2010, 02:39 AM
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Re: Typhon2222's Maps

Quote:
Originally Posted by Shockma Ranyk View Post
I played on Quicksilver Fane the other day, and was quite happy with it. Normally, I am wary of start zone choke points, but in this case, it remains balanced between melee and range by giving the melee a road. However, if Glads / Blasts aren't killer on this map, nothing is. I defeated my dad's Nagrubs x5 / Wo-Sa-Ga / Tor-Kul-Na with Glads x2 / Blasts x2 alone. Glads lock down the roads, Blasts have a field day. Not a huge problem for me, as 'Trons aren't especially popular in my area, but it might be for others.

Still, a great map, and one I look forward to playing on again in the future.
Thanks oodles for the detailed report, SR! -- especially since none of our group own or play with Glads & Blasts, I'm really glad to get your feedback.

And I know what you mean about start-zone choke points. I never thought much about them, until I decided to play on this particular map with four squads of Death Chasers. The first squad to take its special pre-game Battle Rush clogged the drains for all the others, so everybody else's Battle Rush was totally useless. Talk about wasted potential!

Glad you enjoyed it still.

Last edited by Typhon2222; December 29th, 2010 at 03:14 AM.
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  #30  
Old December 29th, 2010, 02:55 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps

Quote:
Originally Posted by Fen_Hydra View Post
I've just gotten in a few games with Vulcan's Bowels, and it plays pretty well. The heavy amounts of outcroppings make it more difficult to get LOS, and their placement really helps (Especially for the 3-hex). Playing a melee vs. range, it seems very balanced, and the two move glyphs allow faster figures to really get moving. (Our game involved some move 10 Greenscales.) Overall, it's a great map to play on and looks great as well.
Oh wow, really glad you think well of it, F_H. That means a lot. Thank you for the feedback. Heck, I appreciate you taking the time to test it at all, 'cuz I KNOW you could have been testing other maps in preparation for your tournament!

Greenscales with move 10.... I'm trying to imagine green guys, for the first time ever, outrunning their dragon lord.

Last edited by Typhon2222; December 29th, 2010 at 03:15 AM.
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  #31  
Old December 29th, 2010, 10:15 AM
Wardragon897 Wardragon897 is offline
 
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Re: Typhon2222's Maps

Quote:
Originally Posted by Typhon2222 View Post
Quote:
Originally Posted by Fen_Hydra View Post
I've just gotten in a few games with Vulcan's Bowels, and it plays pretty well. The heavy amounts of outcroppings make it more difficult to get LOS, and their placement really helps (Especially for the 3-hex). Playing a melee vs. range, it seems very balanced, and the two move glyphs allow faster figures to really get moving. (Our game involved some move 10 Greenscales.) Overall, it's a great map to play on and looks great as well.
Oh wow, really glad you think well of it, F_H. That means a lot. Thank you for the feedback. Heck, I appreciate you taking the time to test it at all, 'cuz I KNOW you could have been testing other maps in preparation for your tournament!

Greenscales with move 10.... I'm trying to imagine green guys, for the first time ever, outrunning their dragon lord.





I have not seen your maps,how do i play heroscape online?
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  #32  
Old December 29th, 2010, 12:34 PM
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Re: Typhon2222's Maps

Quote:
Originally Posted by Wardragon897 View Post
I have not seen your maps,how do i play heroscape online?
To see his maps, look at the first post of this thread. As to playing HS online, I'm not sure what is currently available (if anything is), but there are threads about that. Use the Search tool to search "Heroscape Online" (and specify "titles only" or you'll get too much stuff).

~Z

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  #33  
Old January 7th, 2011, 12:26 AM
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Re: Typhon2222's Maps

I put together Vulcan's Bowels and tried to whittle it down for two people and less sets. I got it down to 1 Marvel, 1 VW, and 2 BftU with minimal topographic changes EXCEPT the stalagmites. There is just no getting around the loss and it changes the feel of the map too much.

Once I put the map back to its original form, I just took away the initial start zones, rotated the map, and connected a 24-hex start zone piece to each side. Now it is perfect for two players and fits on the smaller tables we often find at the stores we hold tournaments at. Woo-Hoo!

I also saw the post you made about the issue you are having with your instruction pics. I ran into the same problem and created a work-around that may work for you. It's on page 8 of that thread - Here

Good Luck!

My Maps
Upcoming M.A.R.S. (Mid-Atlantic Regional 'Scapers - PA/MD/NJ) Events Thread
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  #34  
Old January 13th, 2011, 02:07 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps

Quote:
Originally Posted by Arcus View Post
I put together Vulcan's Bowels and tried to whittle it down for two people and less sets. I got it down to 1 Marvel, 1 VW, and 2 BftU with minimal topographic changes EXCEPT the stalagmites. There is just no getting around the loss and it changes the feel of the map too much.
That's good to know Arcus. So I guess I won't be trying to reduce it. Thanks for the feedback!

Quote:
Once I put the map back to its original form, I just took away the initial start zones, rotated the map, and connected a 24-hex start zone piece to each side. Now it is perfect for two players and fits on the smaller tables we often find at the stores we hold tournaments at. Woo-Hoo!
Huh. So if I understand right, you attached the 24-hex tiles to the sides so each is directly adjacent to one of the glyphs? That's awesome.
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  #35  
Old January 13th, 2011, 12:45 PM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps

Since Vulcan's Bowels has gotten such good response (thanks folks), I've updated its pics and build instructions. (The original picture had a misplaced rock outcrop.)
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  #36  
Old February 20th, 2011, 04:16 PM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps

Added a new map: STYGIAN ABYSS
The abysmal headwaters of the River Styx promise great power for those who can hold them....

Designed for 2x2 team play, with 24 starting hexes per player. A new favorite, this one gets hot fast. It's fiendishly difficult for ranged units to get line-of-sight, as the rock outcroppings severely restrict their firing arcs. Meanwhile, melee units can quickly reach the heart of the map by following the rivers of shadow. As for aesthetics, it's the most jaggedly raggedly evil-looking map I've ever made, always a good thing.

Map: STYGIAN ABYSS
Uses: 4 BftU, 1 VW.
Glyphs: 4 Dagmar (+8 initiative).
Download: here

Last edited by Typhon2222; February 27th, 2011 at 02:38 AM.
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