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  #1  
Old July 11th, 2008, 10:53 PM
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Eclipse's Maps (Freya's Temple 1/4/2010)

Click here for the lastest update! 1/4/2010

Heroscape Maps


Freya's Temple (Details) (Download) *NEW*



My first map under the idea of a mobile start zone provides several strategies for attacking your opponent. Do you secure the hillside glyphs and camp the high ground or fly over the walls and take the fortress?

Requirements - 3 RotV Mastersets, 2 RttFF, 2 Castle
Size - 25 x 15 hexes

Battle for the Wellspring of Laga



What started two years ago as the North Nostralund Checkpoint has evolved into something much larger. The Wellspring of Laga is vital to Nostralund and must be defended at all costs. This project contains 5 of my favorite maps, each desgined to interlock with one another in order to create an epic battleground. Check back every day this week as I unveil the next part of this collossal project!

*Requirements for this project are somewhat approximated. Due to the way I designed it with my collection in mind, each part may appear to require far more hexes than they truly need.

Set Requirements - 7 RotV, 4 SotM, 8 RttFF, 7 VW, 4 TT, 6 FotA, 8 TJ
Additional Requirements - 3 double hex Grass, 24 double hex Rock, 28 single hex Rock, 64 double hex Sand, 29 single hex Sand, 18 Water, 72 double hex Snow, 2 Marro Hive
Full Size - 54x65 hexes

Map Sections:
Spoiler Alert!


The Modular Colosseum (Details) (Download)




Big battles in small places! In this Valhallan bloodsport, teams fight for control of the elements as fans cheer from above. Build your own arenas from a variety of combat zones and expand the scope of your battle to your limits!

Requirements - 1 RotV Masterset, 2 Castle
Size - 11x18 hexes


Arenas for use in the Colosseum:
Spoiler Alert!



Sir Hawthorne's Betrayal - The Fall of the Knights of Weston
(Details) (Download)




Relive the battle that brought the Knights of Weston to Valhalla! Sir Denrick fights against all odds to keep his order alive, but will a betrayal in the ranks lead to his demise?

Requirements - 4 RotV Mastersets, 3 RttFF, 4 Castle
Size - 31 x 18 hexes

Marvel Maps

Marvel Heroes - Capture the Flag (Details) (Download)



A basic game of capture the flag with the Marvel Heroes. Players fight to grab their opponent's flag while defending their own. Respawning ensures that while heroes may go down, they won't be out of the fight for long!

Requirements - 2 Marvel The Conflict Begins Mastersets
Size - 9.5 x 21 hexes


Marvel Heroes - Small Brawl (Details) (Download)



As the name implies, Small Brawl is an attempt to get the most out of the limited terrain in a single Marvel Masterset. With a sparce nine hex starting zone, it largely expects your team to consist of high priced heroes and the small combat zone ensures a quick and brutal match.

Requirements - 1 Marvel The Conflict Begins Masterset
Size - 15 x 7 hexes

Last edited by Eclipse; March 28th, 2010 at 02:19 PM.
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  #2  
Old July 11th, 2008, 10:56 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

So, as promised I'm completely remaking my map thread. Just wanted a fresh start so I can correct a few lessons I learned from my original thread and keep things easy to manage and sort. Sorry for the initial triple post in that regard. I'll be adding all my old maps complete with building instructions and completing a few long outstanding projects

To start things off I'm going with something I'd done a while ago, but never uploaded. Here's a couple Marvel maps I made as a challenge to myself to make the most of Marvel's limited terrain. Enjoy!
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Old July 11th, 2008, 10:57 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Eclipse...any chance you can add a pic of the map in the post?
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Old July 11th, 2008, 11:06 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Marvel Heroes - Small Brawl(Download)



This map was originally made as a challenge to see what I could do under the limits of a single Marvel masterset. It actually turned out pretty great for Marvel only games. The small starting zone works great for hero only matches and things keep in close to keep the action fast and furious.



The few bits of height that are scattered around present a few interesting options for maneuvering, but the ruin is generally the best sniping position. Heroes seeking to avoid Iron Man's wrath can break through the wall or run to the corner and keep out of range.



This map was also when I discovered one of my favorite tricks with the ruin. By placing it on the edge of the map, the area inside acts as a vault of sorts, that may only be accessed by breaking down the wall. This makes attacks against the wall worthwhile simply because there is no other means of getting in.

The vault makes for a great place for glyphs. One secondary scenario I love is a robbery scenario. Villains must break in and get the glyphs inside the vault and return to the starting zone while heroes try to stop them. For the basic free for all scenario, however, I simply treat the glyphs as +Attack/+Defense options.

Any feedback is greatly appreciated. Happy 'Scaping!

Last edited by Eclipse; July 11th, 2008 at 11:46 PM.
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Old July 11th, 2008, 11:10 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Quote:
Originally Posted by Onacara View Post
Eclipse...any chance you can add a pic of the map in the post?
Patience, grasshopper. Rome wasn't built in a day, and this post was designed in a minute
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Old July 11th, 2008, 11:11 PM
Onacara Onacara is offline
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Quote:
Originally Posted by Eclipse View Post
Quote:
Originally Posted by Onacara View Post
Eclipse...any chance you can add a pic of the map in the post?
Patience, grasshopper. Rome wasn't built in a day, and this post was designed in a minute
sorry
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  #7  
Old July 11th, 2008, 11:37 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Simple and cool. Good work
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  #8  
Old July 11th, 2008, 11:38 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Marvel Heroes - Capture the Flag (Download)



Setup: Place the Item of Power on the Glyph space marked P and the Mysterious Item on the Glyph space marked M. Place a face down glyph on each of the face down locations on the map. Before the game begins, agree to a total number of points required for victory.

Additional rules are as follows:

Respawning Figures: At the start of each round, you may place one previously destroyed figure on the facedown glyph near your team's starting zone. If this space is occupied by another figure, you may not respawn a figure this round.

Flags: The Blue Team's flag is represented as the Item of Power and is originally placed in the space marked P. The Red Team's flag is represented as the Mysterious Item and is placed in the space marked M.

Rules for Capture: When either team moves a figure they control onto a space containing the opposing team's flag, the glyph is immediately removed from the board and placed on that figure's card. Only Unique Heroes may move onto and claim a flag belonging to the other team. An enemy figure may not move onto the glyph's original space unless the glyph is present for capture.

Rules for Return: When either team moves a figure they control onto a space containing their own team's flag, the glyph is immediately moved back to its original location. A friendly figure may "goal tend" by moving onto the glyph when it is already in its starting location. Any friendly figure may move onto a space containing their own team's glyph.

Rules for Victory: A point is scored when a team moves a figure carrying their opponent's flag onto the space their glyph currently occupies. A winner is declared when either team reaches the point total agreed upon before the game begins.

We've had some fun with this one though you might need to tweak the rules a bit to suit your particular style of frag filled mayhem. The basic idea is pretty simple. Get the flag while defending your own. Respawning just felt like a natural extension to the super hero genre. A hero might go down but its rarely for long.

A few ideas you might want to try if you don't like the pace of things. One of the best is to incur penalties on the figure carrying the flag. 0 Defense is always kind of fun and works best in 1 point games.

Again, you'll find my love of the warehouse "vault" in this map. The breakable wall does a great job ensuring Silver Surfer or the Hulk can't get in without dealing with a few defenders first and using their disgusting movement abilities to make a quick score. Depending on how you want the game to go, respawning the walls after every point tends to work well.

Any feedback is, as always, greatly appreciated. Thanks!

Last edited by Eclipse; July 11th, 2008 at 11:46 PM.
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  #9  
Old July 12th, 2008, 02:05 AM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

Sir Hawthorne's Betrayal - The Fall of the Knights of Weston (Download)



The Knights of Weston were founded in the lands of Brittany in the late 15th century, to protect the providence of the weak against the tyranny of evil. This small chapter of knights abhors cowardice in all its form and lives by the Sanctity of Honor, a holy tome penned by their chapter master Sir Denrick of Weston.

The Knights of Weston were to meet their end at the Mouth of the River Lorie where they fought a hopeless battle against innumerable opponents and a betrayer amongst his own ranks. Lost in his own petty desires of leading and angry jealousies of his chapter master, a once honorable knight named Sir Hawthorne opened the gates of their battle fortress and led a besieging host to lay slaughter to the noble knights. It was at this moment of utter betrayal and defeat that the Valkyrie, Jandar, intervened, teleporting Sir Denrick and the remaining knights to the world of Valhalla.


Goal: Player 1 must survive for 6 rounds until Jandar's arrival. Player 2 must defeat Sir Denrick before he may be rescued.

Setup:

Player 1 must use the following army:
Sir Denrick
Sir Hawthorne
3 squads of the Knights of Weston

Player 2 may draft a 1000 point army of Humans who follow Einar.

Player 1 may place their figures anywhere on the lowest floor of the castle. Sir Hawthorne may be placed upon the wall if desired. Player 2 may place their figures anywhere on the grass outside the castle.

Special Rule: When rolling for Sir Hawthorne's Stab in the Back special ability, subtract 3 times the number of rounds that have passed from the result of your roll.

Victory: Player 2 wins by defeating Sir Denrick. If at the end of 6 rounds, Sir Denrick has not been defeated, Jandar arrives to rescue the Knights and Player 1 wins.


I still love this map. I haven't played it in a while, but rebuilding it from scratch brought back a lot of fond memories. For those who are curious, this is actually based on a real castle in France, though it sits at the mouth of the Loire River instead of the Lorie River.



So, there's one of my old maps I can scratch off the list. Comments are always welcome!
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Old July 12th, 2008, 10:23 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

I like Small Brawl. It's probably one of the best Marvel Maps I've seen... not that I've seen a whole lot of Marvel maps, but it's still very good.

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Old July 12th, 2008, 11:08 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

I really like Small Brawl too and that vault idea is genius +rep fo sho. I'll whip out that map-building tidbit next time I make a map.
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Old July 12th, 2008, 11:30 PM
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Re: Eclipse's Maps (New thread! New format! 7/11/08)

The Modular Colosseum Project (Download)

So, once upon a time I made a map called the Tri-Colosseum



It was well received, but many cried, "Eclipse! How can you expect anyone to build such a monstrosity?" to which I replied, "Silly mortals! You expect me to limit myself to your puny collections?!" Ok, so maybe that's not how I put it, but at the time I wasn't sure how to distill the six door concept using anything less than six castle sets.



Revisting/rebuilding all my old maps has given me a chance to look at a few of these things from a new light. Like any good programmer, my solution to any problem boils down to breaking it down into components and interchangeable parts. With that in mind, I present:

The Modular Colosseum



Special Rules:

Castle Walls - While Flying and other means of ignoring height while moving are allowed, players my not pass over the castle walls in this map. Figures must pass through the doorway to enter the arena. In addition, no figure may land on or occupy any space on top of the Castle walls. These seats are reserved for spectators if you wish to decorate your Colosseum further.

Doorway Height - In this scenario, the doorway is considered infinitely high, and any figure, regardless of size may pass through it. A figuring passing through the doorway must still be able to end their move on a space where they rest flat, so figures normally unable to pass through the doorway must completely pass through the entrance and find a place where they can legally end their move.

Victory - Victory in this scenario may be achieved by gaining control of the Colosseum. A player is considered in control of the Colosseum if they are able to close their opponent's door and no enemy figures remain within the Colosseum. If mutliple Colosseums are used, a player must control a majority of the Arenas in order to declare victory.



Arenas - The Modular Colosseum does not contain a valid battlefield on its own. An empty, 5x5x5 hex space exists within the castle walls for the Arena of your choosing. While several Arena options are available, any 5x5x5 sized map may be used within the Arena for your battle. An Arena MUST be placed within the Colosseum to use this map.


Existing Arenas

I've put together a few Arenas for use with the Colosseum

Modular Arena - Boreal Rink (Download)




This is essentially the ice arena from the original Tri-Colosseum. I've always liked the way the high ground defends around the border edge, but slow you down in the process. The yeti are a lot of fun here as well, which was part of the original design.

Modular Arena - Gladiatorial Combat (Download)




Probably the dumbest map I've ever "designed" but I felt it was necessary. It's a lot of fun to throw Spartacus and company in here to see how much they can withstand. Not much to comment on, but one of my favorite maps to put in with a single Colosseum.

Modular Arena - Marshy Ring (Download)




The only truly new map thus far. This was part of the reasoning behind going modular. Since a quad Colosseum didn't make a lot of sense, and I'd filled the others, I needed a way to use the swamp. This happens to be the only map that only requires one terrain set. Those trees fill up a small space pretty quick.

Modular Arena - Theater of Flames (Download)




Another revision of the Tri maps. I added a bit more of a safe zone and a straight line option to make this map a little more attractive. In the original, this map tended to be a last resort. Hopefully the tweaks will help with that.

Modular Arena - Timber Field (Download)




I really like this map. Its fast, its tight and it generally has a lot of neat options. I tried to keep this as close to the original as possible, but the new size required a few changes.




Multiple Colosseums - In addition to a modular battlefield within the Colosseum, the Colosseum map itself is designed to connect to itself in order to expand the battle. Simply connect on Colosseum to another along the edge of the map and place an arena within each Colosseum. When an even number of Colosseums are used, it is suggested that the left most Castle Wall piece be removed in order to avoid a stalemate.

Of course, where this is all going is that now, finally, the Tri-Colosseum can be built if you have the parts, or any variation of it if you don't. The new modular design also creates the opportunity for all kinds of new map types. Here, however is the original, built using the new templates:

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