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  #1  
Old September 18th, 2006, 01:48 AM
Homba Homba is offline
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Homba's Maps & Scens (Sept 29 - Paragon Mtn.)

Homba's Maps & Scenarios Thread Table of Contents
LATEST:

#9 Posted September 29, 2007 - Paragon Mountain (aka 'Homba's Last Stand') - map for 1v1, team, and tournament play. Requires 1 RotV Master Set, 1 Tundra, 2 RoadttFF and the Wave 1 booster terrain (6 x 2-hex, 8 x 1-hex).

#8 Posted May 27, 2007 - Hall of the Mountain King - a wintery landscape with a hall bored through the heart of a towering, icey mountain. (Pics only)

#7 Posted May 10, 2007 - My modified version ("Homba's Vision") of Night Raid on the Barrow.

#6, posted April 13, 2007: 1 vs 1 Tourney Maps, with download links. Made for the Jackson, Mississippi Tourney.
Also in #6 posted April 25, 2007: Ember Canyon Road (version 2), modified to eliminate the need for the 2nd lava set and odd booster tiles.

1. Tor Keep (pics only, see below, in this post)

2. Wall Obstacle (pic and posted scenario description)

3. The Astral Castle ExpertScape Scenario (pics and comments)
  • Appearing the the HS Codex Issue #6 (April 2007)

    <Download the Scenario Rules & ultra-clear Official Map Diagram> (416k .pdf)
    At least for me, the map diagram in the HS Codex was blurry to the point of being illegible.

    <Download Supplemental Map Diagram> Smaller! Just 2MS+1Castle. With more notes on 1MS+1Castle design. (171k .pdf)
    Finished too late for inclusion in the HS Codex.




    "Official" map: 3 Master Sets, 2 Castle Sets minimum. 4 MS, 2 Castles, 2 Bridges (trees), 1 Lava preferred.
    Includes instructions on how to enjoy the underlying Concept with as little as one Master Set. Update: See supplemental map, above.

4. NavyScape! (Posted Feb 25, 2007)
The first (!?) Heroscape SHIP! A flying ship, sabotaged, put down in a river, where it was ambushed. Encased in ice by sorcery, a battle now rages over control of the powerful airship. See bottom of page 1, or top of page 2. (Virtualscape diagrams in the works)

5. Meteor Strike! - page 2 Posted March 31, 2007
A meteor smashes through a glacier and explodes in the frigid arctic wilderness, tearing a seething crater in the earth. Shattered into fragments, bits of the alien rock fall to rest, latent with magical power. Hostile armies rush to the scene, eager to claim the windfall.

6. (Posted April 13, 2007) Tourney Maps for the April 21 Jackson Mississippi Tourney. (Two more maps to come when I get them posted this weekend- Ember Canyon Road (inspired by Khanbob42's 'Roadkill'), and (Marduk's) Pillar of Fire (modded).

Ice Crevasse Pass in Spring
1 MS, 2 Forest, 2 Tundra, plus a little snow & odd pieces from boosters. 24-32 start zones (32 shown).
<Download .pdf Map Diagram (92KB)> clear
<Download .doc Map Diagram (47KB)> crystal clear
<Download VirtualScape .hsc File (12KB)>



Forgotten Shrine
Requires: 1 MS, 2 RttFF, 2 Castles, + odd tiles from boosters. 24-32 start zones (32 shown).
Note: There are no wall-walks on top of the columns or archways - so figures cannot be positioned there.
Note: Alternate the placing of units during deployment - the person with more units places first, or if equal roll d20 - loser places first.
<Download .pdf Map Diagram (95KB)> clear
<Download .doc Map Diagram (57KB)> crystal clear
<Download VirtualScape .hsc File (12KB)>





Ember Canyon Road (v1)
Requires: 1 MS, 2 RttFF (Bridge/Trees), 2 VW (lava), + a few terrain tiles from boosters
Start Zones: 24-32 (adaptable to taste – 32 shown)

Inspired by Khanbob42's awesome concept map 'Roadkill,' I made this map with higher cliffs (7 levels high: the center road can't be seen from the start zones, and it's the max height for a Brunak help-up.) Plus it is really steep and time consuming to get up there, moreso than in the original. I didn't like how powerful getting set up on the cliffs becomes in the original, so I thought I'd top them with lavafields...

Now you have to take the damage check at the end of a Round if you're going to try to sit up on the cliffs and shoot people in the canyon. And if you're standing lower on the hill (on the green), the top elevations are going to block your LOS down into the road. There is even a little molten lava for Jotun-throws. I like this map - I just hate that there is so little lava in the lava set that this actually takes 2 lava sets to make (I do have 2). The little waterways, inspired by the original Roadkill, give vipers (or microcorp) a nice shortcut and threat. The two glyphs on the top being on lavafields will make trying to hold them painful.

<Download .pdf Map Diagram (99KB)> clear
<Download .doc Map Diagram (77KB)> crystal clear
<Download VirtualScape .hsc File (10KB)>




Ember Canyon Road (v2)
Made this version 2 for submission to the Battlefields of Valhalla project, pared down the materials to eliminate the extras required in version 1. Looks and plays virtually the same.
Requires: 1 MS, 2 RttFF, 1 VW.
Start Zones: 26+ start zones, 29 shown.

<Download .pdf Map Diagram (197KB)> clear
<Download .doc Map Diagram (295KB)> crystal clear
<Download VirtualScape .hsc File (9KB)>




Pillar of Fire (Homba mod)
Original Map by Marduk, modded by Homba.
1MS (plus extra 2 Ruins), 1 Lava, 1 Tree/Bridge, plus odd extra hexes from boosters.

<Download .pdf Map Diagram (139KB)> clear
<Download .doc Map Diagram (78KB)> crystal clear
<Download VirtualScape .hsc File (9KB)>












7. Night Raid on the Barrow: Homba's Vision
>>Download the Scenario Booklet<<








8. Hall of the Mountain King. More pics in the thread here:
http://www.heroscapers.com/community...=261331#285249







9. Paragon Mountain (aka 'Homba's Last Stand'). More pics in the thread, pg.3

Paragon Mountain, download available. Requires 1 RotV Master Set, 1 Tundra, 2 RttFF and the Wave 1 booster tiles (6x 2-hex, 8x 1-hex).

Build Diagram: Clear .pdf version:
DOWNLOAD

Build Diagram: Crystal clear .doc version:
DOWNLOAD







* * *

And now back to my original first post.

* * *


Hi all, been a while since I posted, in fact this may be my first post since HSHQ went under. I've looked in once or twice a month since it started up (nice reincarnation "as usual", and thanks to the appropriate persons), but have been spending my free time otherwise lately. I foresee eventually getting back to being more active here one day, but not in the near term - my two year old will be a big sister come February, and free time, sleep, etc., will vanish for an indeterminate time.

Still playing Scape pretty regularly. Just back from the Mid-South Heroscape Conference (heh) an 8-player game we had on Saturday. Two 4-player teams was really fun (we alternated seats around the table so one side would not get two turns in a row). But the following pics are not from that. Our group picked up two castles when they appeared in Walmart a couple of weeks ago, and I was inspired by Caravaggio's ice castle to take some time building something nice. My wife and I got in three fun games on it before I had to dismantle for transport, so not a total waste (we built a much bigger, relatively simpler map for the 'conference', sorry I wish I had pics of that for the sheer depth and breath of figs spread over that battlefield, it was a beautiful sight).

I built this keep on a tor of rock overlooking a highway, with a little switch-back road itself bridging the highway and running up to the castle gate. The highway bridged a river flowing from a waterfall originating at a vent in the side of the tor. Steep steps and a steep approach led up to a back door in the rear. I used all but 2 bricks from 5 master sets (some of the interior of the tor is hollow), 2 lava sets (again, interior - the red never shows), elements of 6 bridge sets (mainly road & trees) and about 2/3 of two castle sets, plus the snow from wave 5 just for kicks (banked up in the shadowy places where it hasn't melted yet - I thought it looked good in this alpine-type setting).





A detail of the falls. You can see I staggered solid and sparkly water to give a "cascade" visual effect, I thought it worked nicely.


The back door.


Top view.


The Ullar garrison defends against Utgar's savage onslaught. Someone will ask why there is a Jandar flag flying over the fortress


Thanks GB for helping me set up my gallery.

H
  #2  
Old September 18th, 2006, 02:01 AM
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django django is offline
 
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that is a nice map! what is that like 4 mastersets and 4 rttff?

ˇdn sʇɐɥʍ
  #3  
Old September 18th, 2006, 11:14 AM
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Bannister Bannister is offline
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Sweet map.

Bannister

PS Welcome Back.

That can only mean one thing. And I don't know what it is.
  #4  
Old September 18th, 2006, 11:15 AM
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LilNewbie LilNewbie is offline
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Nice map and welcome back!

Newb.
  #5  
Old September 18th, 2006, 11:17 AM
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Grungebob Grungebob is offline
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Very cool map and nice to look at. It reminds me of the wicked witch's castle in Wizard of Oz.


"Hahahah! You losers! I told you so!!"
~Clancampbell
  #6  
Old September 18th, 2006, 11:34 AM
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your missing your wolf avi deal.
  #7  
Old September 18th, 2006, 06:11 PM
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Jandars_Hope Jandars_Hope is offline
 
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I like the waterfall; sparkly...non-sparkly...sparkly pattern! And the castle is good too!
  #8  
Old September 18th, 2006, 06:15 PM
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The path through the thick forest is great! An awesome map overall!

Oh, and why is there a Jandar flag flying over the fortress?
  #9  
Old September 18th, 2006, 06:34 PM
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Great map, welcome back (of sorts), and congratulations! All in one post

And you can see her
Before it cracks and goes out
She throws rocks at streetlights
Keeps the streetlight changer busy



Floundering Customs Thread
  #10  
Old October 11th, 2006, 02:00 AM
Homba Homba is offline
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Battlefield from our last game. Quick by necessity, not very inspiring thematically, but it was a neat obstacle and made for a fun and tactically sharp scenario.

The battlefield was a mirror image split by the wall. This game was a 10 round limit, with only two main flags (one in each start zone) and 5 victory locations on the field (one in the gap in the center of the wall, one each at the top of the ladder on each end of the wall, and one on each side of the wall, in the center behind the ruinwall. Three ways to win - (1) either destroy the opposing force, or (2) get to and sit on the enemy flag and hold it for the entire following round, or (3) at the expiration of 10 rounds (if neither of the previous has occurred) then the side holding more of the 5 victory locations wins.

We like this type of scenario because both sides are motivated to move forward and fight - sitting back and waiting to receive your opponent's charge is not an option, since they can sit on the victory locations, assume a defensive posture and make you come to them.

We decided against any glyphs this game (just used glyphs of brandar as flags and VLs), but in the past we've used actual glyphs as victory locations.

We set out Braxis, Charos, Nilf and Mimring, and each rolled d20 for order, then each person picked a dragon. Then we drafted 300 pt armies each to go with our dragon. Then we rolled to determine teams randomly. Rob and I vs our wives Cathy and Amanda. They'd put the hurt on us two weeks ago with (among others) the debut of the Nakitas who smacked DW8000 early and took apart my 2xGladiaT + 3xBlastaT combo. So this was the revenge match. Long story short, we got hosed again. Silver lining: We are blessed to have such competitive warlike wives.

I thought getting Syvarris up top via Theracus would be nice, but he got a Nilf in his face. KM and N Agents & Ninjas swarmed through their door, all 3 dragons were down except Rob's Charos, my Drake went through 3 monks without taking a hit, but their tying him up sealed the deal, our flag got overrun about turn 7 or 8, and we couldnt take it back next round, even though Charos managed to get to their flag during that round. Devestating fun.

H
  #11  
Old January 2nd, 2007, 04:05 AM
Homba Homba is offline
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The Astral Castle

Finally getting this posted. I'll add notes on this scenario in the nights to follow. It was unanimously considered the most fun we've ever played - and we always have fun
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Mayhem erupts as opposing armies storm the Astral Castle and its denizens harry the attackers.

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Pic 1, showing (barely) the raised tan and gray start zones at each end of the field.

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Pic 2, detailing the layout of the Astral Castle and glyphs.


I have revised the scenario rules and hope to release the scenario as a module in The Heroscape Codex. If this is not possible, I will publish the full text here in the future.
  #12  
Old January 2nd, 2007, 04:12 AM
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KingArthur1976 KingArthur1976 is offline
 
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Wow!! Cant wait to get a crack at that map H! I can only imagine the complexity of different strategic variations involved with that conglomeration of varying hiding spots and LOS blocks!!

Mississippi boy in Ohio valley group.. Hell why not!
Ohio Valley Assoication of Heroscapers

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