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  #1  
Old June 25th, 2011, 03:35 PM
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The Book of Sewer Labyrinth

The Book of Sewer Labyrinth Map

A C3G Competitive Map



Download the PDF File




SETUP:
1x Swarm of the Marro, 1x FotA, 1x Marvel Master Set

SPECIAL RULES:
Overhead Street
Figures cannot use any special power to pass over a column.


MAP BIO:
For centuries now the sewers have been growing, a new wing here, another tunnel there. Once just a simple system of brick and stone, years of development and destruction have turned it into a navigational nightmare, one buried and forgotten deep beneath the city streets. Maintenance workers don't dare venture into these tunnels: urban legend holds that there's far worse than simple alligators hiding in the muck...

_________________________________________________________________







-Rulings and Clarifications-
  • N/A
-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-

Last edited by IAmBatman; September 16th, 2012 at 12:45 PM.
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  #2  
Old June 25th, 2011, 03:38 PM
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Re: Map in progress: Sewer Labyrinth

It looks really nice. To get those center outside areas used, I'd try out some glyphs there. Not too powerful though as then all the action goes there.

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  #3  
Old June 25th, 2011, 03:53 PM
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Re: Map in progress: Sewer Labyrinth

Cool. Maybe toss a few of the F4 glyphs in. Experimental Medicine and Cosmic Shielding.

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  #4  
Old June 25th, 2011, 04:01 PM
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Re: Map in progress: Sewer Labyrinth

As soon as I finish with the Sewer Entrance map build, I'll build this, then TW's map. This is one I think would best be examined from the actual build.

Based on the maps I've seen in R˙chean's contest, these type of uncapped pillar maps may start making a larger presence in the tourny scene.
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  #5  
Old June 25th, 2011, 05:22 PM
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Re: Map in progress: Sewer Labyrinth

I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
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  #6  
Old June 25th, 2011, 06:49 PM
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Re: Map in progress: Sewer Labyrinth

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Originally Posted by Griffin View Post
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map .

Looks good to me GP .

Cheers
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  #7  
Old June 26th, 2011, 12:24 AM
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Re: Map in progress: Sewer Labyrinth

I can add the next row of tiles up from the start zone on to it and that would get it up to 21. I'm sure I have a few spare pieces I could tack on as well if needed.

Thanks guys.

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  #8  
Old June 26th, 2011, 12:29 AM
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Re: Map in progress: Sewer Labyrinth

Quote:
Originally Posted by A3n View Post
Quote:
Originally Posted by Griffin View Post
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map .

Looks good to me GP .

Cheers
Yes, but 24 start zones is what I like.
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  #9  
Old June 26th, 2011, 08:22 AM
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Re: Map in progress: Sewer Labyrinth

Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by A3n View Post
Quote:
Originally Posted by Griffin View Post
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map .

Looks good to me GP .

Cheers
Yes, but 24 start zones is what I like.
Especially any map that should be the natural habitat of MOLE PEOPLE!

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  #10  
Old June 26th, 2011, 10:58 AM
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Re: Map in progress: Sewer Labyrinth

Quote:
Originally Posted by Margloth View Post
Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by A3n View Post
Quote:
Originally Posted by Griffin View Post
I would like to see 24 start zone hexes. They could wrap around and into the water some, and they could also sit on the elevated 7 hexers near the back as well.
I thought we had decided that it didn't have to be a 24 hex start zone, just whatever felt right for the map .

Looks good to me GP .

Cheers
Yes, but 24 start zones is what I like.
Especially any map that should be the natural habitat of MOLE PEOPLE!
Or penguins with machine guns

My Customs: Metroid / Starcraft / Classic
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  #11  
Old June 26th, 2011, 12:02 PM
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Re: Map in progress: Sewer Labyrinth

I would specify that figures cannot fly over the pillars, since the street level is directly above.

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  #12  
Old July 3rd, 2011, 10:48 AM
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Re: Map in progress: Sewer Labyrinth

Quote:
Originally Posted by Taeblewalker View Post
I would specify that figures cannot fly over the pillars, since the street level is directly above.
Good call. Would this be considered a "special rule" for the map?

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