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Maps & Scenarios Battlegrounds and scenarios |
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cmgames Map Thread
I thought I would go ahead and jump on the 'collect all your maps in one thread' bandwagon.
~Z The Best Of: Banteay ![]() Requires: 1 BftU + 1 TJ Disobedience ![]() Can be played as KtA or CtF Requires: 1 BftU + 1 VW Riven II ![]() This is still one of my favorite maps. Modified from the original to fix some major problems. Requires: 2x BftU +glyphs High Water Mark ![]() I designed this to give the Microcorp Agents a little love. Requires: 1 SotM, 1 BftU, 1 TJ, + 1 additional hex Le Dormir du Val ![]() This was my first 'designed' map. It became the root of the 8-player 'The Flooded Plains' map. Requires: 1 RotV, 1 RttFF Pinwheel Island ![]() I mostly play HS in a group of three. This is my first 'designed' three-player map. Requires (as depicted): 2 RotV, 1 VW, 1 TJ, 5 additional 7-hex sand, 115 additional water tiles or 2 lexan water mats Requires (with substitutions): 1 RotV, 1 VW, 1 TJ, 144 additional water tiles or 2 lexan water mats Flogging for Two ![]() This is a modification of Piherculis's three-player 'Fulcrum Flogging' map. Modded to be a two-player map. Requires: 1 RotV, 2 RttFF, 4 single tiles Raw & Untried:
Spoiler Alert!
Slightly Playtested - OK so far:
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From the 1 x BftU Challenges:
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Other not-so-good maps:
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Maps for KublaCon (8-player):
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Half-Maps & MOPs:
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Amusements &c.:
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Last edited by cmgames; February 21st, 2018 at 03:06 PM. Reason: Added new map |
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Re: cmgames Map Thread
Your maps look very interesting, but it would be nice it the images opened up into something larger so a person could get a better look at them.
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Re: cmgames Map Thread
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~Z |
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Re: cmgames Map Thread
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Re: cmgames Map Thread
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(open square bracket)spoiler(close square bracket) Stuff you want hidden. (open square bracket)/spoiler(close square bracket) ~Z |
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Re: cmgames Map Thread
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Re: cmgames Map Thread
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~Z |
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Re: cmgames Map Thread
Yay, cmgames has a map thread. About time!
![]() I cannot wait to play on Riven. Great way to squeeze everything possible out of a mere 2 BftU's! Innovative design, with the long central shadow rift. And I love the use of the sand for starting zones and only for starting zones, so they're visually distinct. (My Yea Though I Walk uses the same trick.) It's clear that ranged parked on the heights will enjoy huge firing arcs. But if so, you can stick to the shadowy defenses of the central rift, and sneak up on them from behind! Looks like great fun. |
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Re: cmgames Map Thread
I like the simplicity of Riven. Are the shadow tiles down the middle playable or are they considered negative space? If they are not playable, can figs still fly over them?
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Re: cmgames Map Thread
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One drawback is that double-space figs cannot get the treasure glyphs. This has led to some fancy footwork where one hero goes and grabs the glyph and brings it out to where a double-spacer can get to it, then drops it for the big hero to pick up later. Very OM wasteful. ~Z |
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Re: cmgames Map Thread
I'm glad you decided to use Riven at your upcoming KublaCon event, cmg. I'm sure it'll get great feedback.
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