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  #1  
Old March 26th, 2008, 06:27 PM
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TOG's Small Footprint for 1 MS Maps - Updated 05/13/10

I'm currently developing small maps, under the BoV terrain guidelines. They are designed to fit on a 20 x 30 piece of foam core for easy portability, and bring melee back into the game.

Here's the first, Valhallan Chess Match


Yes it is supposed to be symmetrical. And it supposed to balance melee against the ever popular range.

Thanks for looking!


Knophree Pass, a derivative of Cassandra's Crossing that I scrapped



Instant On, a split start zone, instant action map


Last edited by TOG; May 13th, 2010 at 09:20 PM. Reason: Added "Instant On"
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  #2  
Old March 26th, 2008, 06:54 PM
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Being a melee enthusiast and all, I like the map. My knights can get to the action quick!

Dragon Dice - (the 2nd best game there is) Learn to Play!
http://www.youtube.com/watch?v=1h3q6...wujcr8vVf8e21G
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  #3  
Old March 26th, 2008, 06:58 PM
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I like it. Small and fast.

My maps:

R.I.P. Ugly-Caco
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  #4  
Old March 26th, 2008, 07:17 PM
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Interesting ... I will have to play on it before I make final judgement.

One thing I noticed is there is no gylph placements. If I was making a map similar to this I might have considered maybe the back 1/3 of the starting zone have 1 hex of elevation ( just to help from being shot like "pig in a poke" in your own starting zone).

My other pet-peeve is this takes two RTTF not one. Just because of limited resources I perfer one MS and one expansion per tourney map.

I am afaid my post is coming off as negitive, however I really want to try this map out as it is simple and different and I think that can make a good tourney map.

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  #5  
Old March 26th, 2008, 09:59 PM
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Quote:
Originally Posted by Codeman
Interesting ... I will have to play on it before I make final judgement.

One thing I noticed is there is no gylph placements.
I designed this map to try and balance melee. However, I think that the standard A+1,D+1,M+2, could unbalance in the favor of melee. It is already possible for knights + Gil to cross the map in about 1 turn. Would you really want them banging on your starting zone with A+1 or D+1 against inherently weaker ranged units?

Quote:
If I was making a map similar to this I might have considered maybe the back 1/3 of the starting zone have 1 hex of elevation ( just to help from being shot like "pig in a poke" in your own starting zone).
Definitely an option, or you could hit the road and get out of there.

Quote:
My other pet-peeve is this takes two RTTF not one. Just because of limited resources I perfer one MS and one expansion per tourney map.
Here's trying it with 1 RttFF. Notice that not only does it open up firing lanes for ranged units while reducing cover for melee, but also makes wider lanes for advancing troops.




Thanks for the feedback guys.
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Old March 26th, 2008, 10:15 PM
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I only mentioned gyphs as they have always been part of every tourney I've had or played in. I suppose you could have a map that did not use them and have them on the other maps. Just never thought of doing that.

Your say " or you could hit the road and get out of there " How do you move a dozen orcs out of your starting zone in just 2 or 3 turns? Unless you have just a couple of large heros.... most likely you will leave some fodder behind in the starting zone. Again I want to play this map and make my judgements after I play on it ....please remember at this point I am just speculating on how I think it will play out.

Thanks for the 1 RTFF option ... At the Tree Town Open I would have 9 or ten of these maps made, and I have enough RTFF to do that, but if I had to use 2 sets that would now mean I needed 18 - 20 RTFF to do it, and I don't have those kind of resources.

I didn't count the road tiles.... but is that only one set as well.

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  #7  
Old March 26th, 2008, 10:15 PM
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I think it's a little to flat now. It needs more hight dotted around.

My maps:

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  #8  
Old March 26th, 2008, 10:25 PM
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Quote:
Originally Posted by Codeman
I only mentioned gyphs as they have always been part of every tourney I've had or played in.
I actually prefer 'glyph-less' maps, but that is only because I usually forget I'm standing on the glyphs.

Quote:
Your say " or you could hit the road and get out of there " How do you move a dozen orcs out of your starting zone in just 2 or 3 turns?
Actually, that was sarcasm. However, you should be able to easily engage any advancing troops with your own, so they can't light up your start zone. Especially with the orcs.

Quote:
I didn't count the road tiles.... but is that only one set as well.
DOH! Back to the drawing board.

This will get you by with 1 RttFF period. Both roads and trees:
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  #9  
Old April 1st, 2008, 11:00 PM
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Quote:
Originally Posted by STAROCEAN980
I think it's a little to flat now. It needs more hight dotted around.
This one's for you. Cassandra's Crossing. 1 RotV, 1 RttFF, and NO dragon perches..


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  #10  
Old April 1st, 2008, 11:07 PM
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Quote:
Originally Posted by TOG
Quote:
Originally Posted by STAROCEAN980
I think it's a little to flat now. It needs more hight dotted around.
This one's for you. Cassandra's Crossing. 1 RotV, 1 RttFF, and NO dragon perches..


Very nice! I like it a lot!
Poor dragons.

My maps:

R.I.P. Ugly-Caco
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  #11  
Old April 1st, 2008, 11:17 PM
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I really like this one. Good work.
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  #12  
Old April 1st, 2008, 11:17 PM
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Quote:
Originally Posted by TOG
Quote:
Originally Posted by STAROCEAN980
I think it's a little to flat now. It needs more hight dotted around.
This one's for you. Cassandra's Crossing. 1 RotV, 1 RttFF, and NO dragon perches..


Decent map, but it's very double-hex figure unfriendly =/ .
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