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  #13  
Old January 30th, 2013, 06:40 AM
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Re: Bacchus' Maps & Scenarios

I've updated "Triangle" (I haven't come up with a decent name for it) so it uses only 2 RotV tiles. It still uses an extra set of ruins and a couple of extra trees, but these could be replaced based on whatever other line of sight blockers you may have. There is almost no functional change; one of the central 'walls' had to be dropped by 1 tile in height.

Triangle V2 - Uses;
2 RotV
1 RtFF
1 TT



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  #14  
Old January 30th, 2013, 11:54 AM
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Re: Bacchus' Maps & Scenarios

Looks good!
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  #15  
Old February 3rd, 2013, 02:44 AM
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Re: Bacchus' Maps & Scenarios

I'd like to get some feedback on a Work In Progress.

I've named it Core





Note that I realised after taking these pictures there should be a bush on the opposite side so the map is symmetrical.

My main thoughts about what I think need improvement or want some advice on, is the approach to the glyphs, especially if you swing right. Is it far enough away? I thought about adding more height or more bushes but didn't want to clog the map up too much. I've assumed that the left swing is an extra hex away but offers more defensive advantage with the palm trees.

Aesthetically I think it needs more elevation changes, but I'm a bit wary of doing this too close to the start zones. Any thoughts on switching this up a bit?

Thanks!
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  #16  
Old February 6th, 2013, 05:57 AM
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Re: Bacchus' Maps & Scenarios

BUMP!

I've been toying around with moving out the start zones by an extra row as I thought the elevations were a bit punishing on some of the walkers. I've changed this in the picture below.

I was thinking that the glyphs are probably more attractive than the central height, so I'm also toying with removing the central molten lava tile which will make it a regular lava tile (one tile lower than those surrounding it), or even non-lava, and putting a Glyph of Wannok on it.

Any thoughts appreciated. I'd like to submit it to the online map contest, but I won't have a chance to test it until next week.


Last edited by bacchus; February 6th, 2013 at 05:58 AM. Reason: Adding picture
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  #17  
Old February 6th, 2013, 10:26 AM
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Re: Bacchus' Maps & Scenarios

Quote:
Originally Posted by bacchus View Post
BUMP!

I've been toying around with moving out the start zones by an extra row as I thought the elevations were a bit punishing on some of the walkers. I've changed this in the picture below.

I was thinking that the glyphs are probably more attractive than the central height, so I'm also toying with removing the central molten lava tile which will make it a regular lava tile (one tile lower than those surrounding it), or even non-lava, and putting a Glyph of Wannok on it.

Any thoughts appreciated. I'd like to submit it to the online map contest, but I won't have a chance to test it until next week.

What sets does it use? It looks to me to be 2 SotM, 2 DD (for the outcrops) 1 MtCB, 1VW, and 2 TJ (for the fourth tree). I like the concept, but perhaps you could cut the terrain a bit? Check out the BoV for guidelines as to how many sets to use.

Keep up the good work, and I hope to see more in the future!
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  #18  
Old February 6th, 2013, 05:28 PM
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Re: Bacchus' Maps & Scenarios

I went wild on the terrain as it is for the online map competition. Hence I was going for a volcanic swamp vent aesthetically, and just used whatever I thought fit that theme.

While I've not really designed any competitive maps before, I assume the footprint for this map is a reasonable size. After I've finalised it I will try and condense it down to the minimum number of sets required (I've used lots of single tiles in VS when they could be 7-hexers for example) and put up the requirements.

Last edited by bacchus; February 6th, 2013 at 05:30 PM. Reason: adding extra sentence
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  #19  
Old February 11th, 2013, 06:18 AM
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Re: Bacchus' Maps & Scenarios

I made some changes to Core and have now submitted it to the online map making contest.


I played a game and the centre didn't see as much play as I had thought, so I dropped off the top level which still allows it to maintain height over the other areas of the map, and added a Treasure Glyph. With the central hex having 6 space line of sight on both glyphs, figures with range have some options up here. SotM Raelin could also protect both glyphs, but I doubt many would choose her for this reason over RotV Raelin.

Any feedback appreciated.
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  #20  
Old February 11th, 2013, 06:25 AM
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Re: Bacchus' Maps & Scenarios

EDIT : Whoops, double post.

Last edited by bacchus; February 11th, 2013 at 06:27 AM. Reason: double post.
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  #21  
Old February 11th, 2013, 12:08 PM
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Re: Bacchus' Maps & Scenarios

Hi bacchus,

Quick note on tourney maps: Your start zones usually need to accommodate The Hive. So you'll need 6 adjacent same level spaces with the needed footprint.

And good on you for putting a map together for the online contest. I've tried a couple of times, but I'm struggling with that much freedom.

~tgx
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  #22  
Old February 12th, 2013, 05:23 AM
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Re: Bacchus' Maps & Scenarios

Thanks for the pickup tannergx. I've updated the start zones to accommodate The Hive.

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  #23  
Old March 27th, 2013, 02:37 AM
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Re: Bacchus' Maps & Scenarios

I've been working on a big casual map for 3-6 players so i can have it set up before my next game day and be playable no matter how many players turn up.







The basic win condition is victory points, attained at the end of a round by having a unit standing on or or adjacent to a wellspring (the water surrounded by raised hexes) without being engaged or an opponents figure also in the same wellspring. I was thinking somewhere between 5 and 10 points, but that may differ depending on the number of players.

All the glyphs will be unrevealed. The Brandar Glyphs represent Treasure Glyphs, 6 in total. 2 Heroic Rune (attack +1), 2 Talisman of Defense (Defense +1) and 2 Potion of Healing. There are 6 "?" Glyphs which are regular glyphs (there is one under each of the bridges), I'm intending to use Astrid (Attack +1), Gerda (Defense +1), Valda (Move +2), Erland (Summoning), Dagmar (+8 Initiative) and Wannok (Damage end of turn).

I've tried to give them each different features, but still want to try and make it balanced. Basically the features I was intending was;
Lava - Lava surrounds so hard to stay defensive, but also has height and harder for opponents to reach, with the battlements nearby (need to add a ladder here)
Grasslands - Fairly covered by ruins as line of sight blockers.
Ice - Using slippery ice rules. Has height and decent line of sight blockers for defending.
Dungeon Overhang - Hard for opponents to contest, but also hard for your non-flyers to reach elsewhere.
Swamplands - Easy to reach due to low elevation, but also the most vulnerable.
Rock - Has height and some line of sight blockers. I think this section is the most 'boring' but I'm not sure what to add here. I considered shadow tiles for theme, but I think this would make it too defensible.

Start zones - I don't think I will have specific start zones; I'm thinking that once a player places his first unit anywhere, all further units have to be adjacent, but units can't be placed on glyphs or wellsprings.

So if you were playing on this map, which wellspring would you want to obtain first? Then where would you head? Which seems easiest? Your feedback can help me fix any areas that aren't so balanced. I've also got a couple of trees and a 1-hex rock outcrop left, so any thoughts on where they could go to help with any line of sight problems would also help. I also have some extra tiles for some extra height here and there.

Thanks.
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  #24  
Old March 27th, 2013, 01:22 PM
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Re: Bacchus' Maps & Scenarios

Well met!

Quote:
Originally Posted by tannergx View Post
Hi bacchus,

Quick note on tourney maps: Your start zones usually need to accommodate The Hive. So you'll need 6 adjacent same level spaces with the needed footprint.

And good on you for putting a map together for the online contest. I've tried a couple of times, but I'm struggling with that much freedom.

~tgx
Quote:
Originally Posted by bacchus View Post
Thanks for the pickup tannergx. I've updated the start zones to accommodate The Hive.

Core is a very aesthetically pleasing map. Good job! ["You must spread some Reputation around before giving it to bacchus again"]

Hey
tannergx! "I'm struggling with that much freedom." I feel your pain. I, too, find it a bit overwhelming at times, as evidenced by this:




Next case . . .

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