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Battlefields of Valhalla Discussion Thread

Maps currently being reviewed:

Black Gold by Panopticon

Black Gold is one of the more visually striking maps on the site. The combination of shadow tiles, sand, and dungeon tiles is great. It's a very unique looking map and shows a ton of polish in its appearance.

The map is defined by ridges running down the length of the map. These effectively form three lanes to approach the enemy. On the outer lanes set power glyphs entice players, while the center path features plenty of shadow and jungle coverage with two treasure glyphs.

The map also features slightly split start zones. Two hexes forward from the main deployment zone are part of each player's starting zone. I can't say that this adds a great deal to the map, but it does create a few interesting choices depending on your army.

In my games on this map, the gameplay tended to focus on the main ridge by the wound glyph. My play group tends to value the wound glyph more than the initiative glyph and it therefore received a greater amount of attention. Battles focused on that side and the control of the hill directly overlooking it.

This hill ended up being the dominant feature in our games. It overlooked the more powerful glyph and the center of the map. Additionally, the three hex rock formation blocked it effectively from the opponent's neighboring high ground. This resulted in players dropping down to low ground and assaulting a stationary opponent. A large cluster typically formed in this area and maneuverability was greatly impaired.

The topography of the map is also an inhibitor to movement. The three lanes formed by the two ridges make lateral movement very time consuming. While range units could usually hop up on height for a shot across a lane, melee had a long march to engage figures on different lanes. This resulted in much less exciting and more predicable moves.

Black Gold is an outstanding map to set out on your table. It's fantastically unique and fun to play. However, the gameplay suffers a bit and isn't quite up to BoV standards. NO to induct.
 
Time to resubmit Dragon's Gulch, and give the BoV discussion thread a gentle nudge.

I nominate BiggaBullfrog's Moltenclaw's Gulch 2.1 for BoV consideration (he was unable to incorporate all changes before his departure).
Note: download url has changed.

moltenside_cbK.jpg


Modifications are discussed in posts 44 and 51 of the thread, among others.
 
I was enjoying what I had tested before the original was pulled, I vote YES to review Moltenclaw's Gulch 2.1.
 
Black Gold by Panopticon

Black Gold uses 2 BftU and 1 TJ. The start zones are fairly spread out with 2 hexes closer towards the middle. The middle is littered with shadow tiles on low ground and a palm tree. Jungle brush is spread throughout the map particularly on the edges before you get into the center. Either side of the center sees elevation with the rock outcrops acting as LOS blockers. There are 2 t-glyphs in the middle on the shadow tiles with 2 fixed glyphs on the outside (wound and initiative).

While the Rock outcrops and Jungle do a decent job of blocking LOS, the middle just takes too long to traverse with all the 0 level shadow tiles. The elevation changes just slow down melee too much. They often had at least +1 defense, but were getting attacked often with +1 attack from height. Going around the edges wasn’t much better either because of the water on one side and the bottle neck on the other, ranged units had a field day on this map.

I vote NO to induct it into the BoV.

Fire Swamp by Killercactus

Fire Swamp requires 1 SotM, 2 x TJ, 1 VW. It’s an awful lot of sets but isn’t as big of a map as one would suspect. I really tried to give this map a fair shake, but I had my doubts when I sat down and my doubts did come true. Rats were so nasty on this map. Even with Grimnak going up against them there was just way too many bottle necks that it was almost impossible for them to get anything promising going. The edges were shot so the center saw pretty much all the action. And with the one hex lava and water tiles it was just so bogged down that I felt really frustrated as the melee player. I do appreciate the theme especially with the traps but being a melee advocate and all I have to definitely vote NO to induct into the BoV.

Northern Passage by tom
No to review. I have the same reservations 1Mmirg has.

Moltenclaw's Gulch 2.1 by BiggaBullfrog
Yes to review.
 
Thank you all for your continued efforts in the Battlefields of Valhalla.

My profoundest apologies, but I now see one modification to Moltenclaw's Gulch 2.1.

At this point, if two single-hex tiles were swapped, and the build instructions/ screenshots modified, would that negate the current votes to review, or would I need to resubmit?

Swap the Level 1 water tile adjacent to the glyph with the single shadow tile adjacent to start zone right.

Edit: done.
Note: download url has changed.
Thanks, 1Mmirg!
 
Why don't you put up the slight change (editing your earlier post, to avoid confusion and allow for stable links)? If any judge changes their vote, they may, though my sense is that at this stage switching 2 water and shadow tiles is not going to change the votes.

This sounds like a small enough change to take in stride. Worst case, the other judges cry foul and we all just re-vote quickly.

If you think this change will improve the map (and I like shadow tiles placed to aggress a Glyph), that it's worth it to make the change to improve the long-term vote in your favor.
 
Maps currently being reviewed:

Shrine of Mo-Ne-Ca by tannergx

Shrine of Mo-Ne-Ca is yet another map going after the Holy Grail of competitive map design (incorporating accessible castle walls within a map). The Shrine that tanner has built here is pretty dang cool looking. The multi-tiered design is sweet. It's relatively easy to climb and offers nice platforms to fight on.

Jungle terrain offers a decent amount of cover on the low ground and the hive blocks a defense glyph from the shrine. One note about the jungle terrain: I'd personally prefer that two of the palms closest to the move glyph be swapped with two bushes nearer start zones. As they are right now, they provide jungle cover to units camped out on the top rung of the ladder on their side. This can be a pretty wicked place to shoot people from.

I'd also prefer some change to the defense glyph. I'd be in favor of raising it's relative elevation or adding jungle cover. It's one of the key elements to balancing the ranged advantage of the shrine and as it is placed now, it's very tough for melee to hold. It's incredibly easy for ranged units in their start zone to move and get a high ground shot at it.

Another element to balance the shrine out is the placement of the treasure glyphs under the shrine. Their position is a nice attempt to balance the vantage point of the shrine, but treasure glyphs are simply not enticing enough to be an effective balance here. The amount of effort it takes for a non-flying hero to get under there, get a glyph, and then get back on top of the shrine is rarely worth the glyph he has procured.

In the end, this map still faces the same problems we've come to expect from castle walls. The advantage to ranged units is simply too much. If a ranged army takes the shrine it's all over, while a melee army completing such a feat is not similarly rewarded. It's an extremely difficult imbalance to attempt to overcome. This is a pretty excellent looking map, but NO to induct.
 
In the end, this map still faces the same problems we've come to expect from castle walls. The advantage to ranged units is simply too much. If a ranged army takes the shrine it's all over, while a melee army completing such a feat is not similarly rewarded. It's an extremely difficult imbalance to attempt to overcome.
What if Gerda was below the Shrine, in front--and Jalgard was in Gerda's place? Defense +3 (+2, if overkill), would that make the crucial difference for melee attacking ranged height?

Somehow, a castle build can be made viable.
 
In the end, this map still faces the same problems we've come to expect from castle walls. The advantage to ranged units is simply too much. If a ranged army takes the shrine it's all over, while a melee army completing such a feat is not similarly rewarded. It's an extremely difficult imbalance to attempt to overcome.
What if Gerda was below--Shrine front--and Jalgard was in Gerda's place? Defense +3 (+2, if overkill), would that make the crucial difference for melee attacking ranged height?

Somehow, a castle build can be made viable.

Yeah, I think this map is getting there. I'd swap out the treasure glyphs for wound glyphs and give the Gerda glyph a little more elevation and a bush. That would go a long way to balancing this guy out.

There are ways to make it work.
 
Maps currently being reviewed:

Shrine of Mo-Ne-Ca by tannergx

Shrine of Mo-Ne-Ca is yet another map going after the Holy Grail of competitive map design (incorporating accessible castle walls within a map). The Shrine that tanner has built here is pretty dang cool looking. The multi-tiered design is sweet. It's relatively easy to climb and offers nice platforms to fight on.

Jungle terrain offers a decent amount of cover on the low ground and the hive blocks a defense glyph from the shrine. One note about the jungle terrain: I'd personally prefer that two of the palms closest to the move glyph be swapped with two bushes nearer start zones. As they are right now, they provide jungle cover to units camped out on the top rung of the ladder on their side. This can be a pretty wicked place to shoot people from.

I'd also prefer some change to the defense glyph. I'd be in favor of raising it's relative elevation or adding jungle cover. It's one of the key elements to balancing the ranged advantage of the shrine and as it is placed now, it's very tough for melee to hold. It's incredibly easy for ranged units in their start zone to move and get a high ground shot at it.

Another element to balance the shrine out is the placement of the treasure glyphs under the shrine. Their position is a nice attempt to balance the vantage point of the shrine, but treasure glyphs are simply not enticing enough to be an effective balance here. The amount of effort it takes for a non-flying hero to get under there, get a glyph, and then get back on top of the shrine is rarely worth the glyph he has procured.

In the end, this map still faces the same problems we've come to expect from castle walls. The advantage to ranged units is simply too much. If a ranged army takes the shrine it's all over, while a melee army completing such a feat is not similarly rewarded. It's an extremely difficult imbalance to attempt to overcome. This is a pretty excellent looking map, but NO to induct.

If I'm adding right, this removes the Shrine from contention, but I still want to add that, imo, Dignan offers some really excellent thoughts and advice in this review. My own games led me to similar though not yet as developed conclusions and I was moving toward making a post like this one.

I think this map is the closest I've seen to realizing the Holy Grail. Even just switching one of the T-glyphs with the set glyph near the Shrine would go a long way to helping this map out (though I agree that a stronger set glyph would help as well).

Anyhow, just wanted to offer my endorsement (for whatever that means...) to what Dignan put down here. Very thoughtful and very helpful.
 
I talked with 1Mmrig about this (3 weeks ago O.O), but I thought I'd check in with everybody. 1Mmrig and I wanted to do a BoV interview similar to the current SoV interview. I'll let you guys discuss how you want to go about this, or even if you still want to. Just send me a PM when you've decided and I'll get some questions put together.

There's also the "what is" approach that we ran with the C3V a couple of months ago if anyone is interested in that. The "what is" style is much more focused on the project itself, so you can get a lot more detailed, but it's also a lot less personal. Which in my opinion isn't as enjoyable to read.
 
You could do an "are you dead yet?" interview with former BoV judges. <grin>
 
I talked with 1Mmrig about this (3 weeks ago O.O), but I thought I'd check in with everybody. 1Mmrig and I wanted to do a BoV interview similar to the current SoV interview. I'll let you guys discuss how you want to go about this, or even if you still want to. Just send me a PM when you've decided and I'll get some questions put together.

There's also the "what is" approach that we ran with the C3V a couple of months ago if anyone is interested in that. The "what is" style is much more focused on the project itself, so you can get a lot more detailed, but it's also a lot less personal. Which in my opinion isn't as enjoyable to read.

This seems like a cool idea. I'm always more than happy to give my opinion and thoughts :D. If people want to read them, all the better.
 
We'll talk more about this and get back to you, Chardar. I'm leaving for a conference in AZ this weekend, so it'll be a little bit, but I'll get a conversation started among the judges before I go and see where it takes us.

Thanks a lot for thinking of us. I feel the BoV is one the best resources at Scapers (one of many!) and I'm glad to highlight it a bit. Thanks!
 
Updated 2/14/11
Logged 1Mmirg's Ntr Northern Passage
Logged Dignan's Ytr Northern Passage and No to Induct Black Gold
Logged 1Mmirg, Dignan, Matthias, Lonewolf, and nyys Ytr Motenclaw's Gulch 2.1
Moved Motenclaw's Gulch 2.1 to under review
Logged Matthias Ntr Northern Passage and No to induct Black Gold and Fire Swamp
Logged Dignan's No to induct Shrine of Mo-Ne-Ca
Logged Lonewolf Ntr Northern Passage
Removed Northern Passage from pending acceptance for review
Removed Shrine of Mo-Ne-Ca from being reviewed.
Removed Black Gold from being reviewed.
Maps pending acceptance for review:
None

Maps currently being reviewed:
Jack of Spades by Gamebear
YES = 2 (Matthias Maccabeus, 1Mmirg) ; NO = 0 ; Pending = 4 (Dignan, Riggler, Lonewolf, nyys)

Eggbeater by dok
YES = 0 ; NO = 0 ; Pending = 6 (1Mmirg, Dignan, Riggler, Lonewolf, Matthias Maccabeus, nyys)

Yea Though I Walk by Typhon222
YES = 0 ; NO = 0 ; Pending = 6 (1Mmirg, Dignan, Riggler, Lonewolf, Matthias Maccabeus, nyys)

Fire Swamp by Killercactus
YES = 0 ; NO = 1 (Matthias Maccabeus) ; Pending = 6 (1Mmirg, Dignan, Riggler, Lonewolf, Matthias Maccabeus, nyys)

Moltenclaw's Gulch 2.1 by BiggaBullfrog
YES = 0 ; NO = 0 ; Pending = 6 (1Mmirg, Dignan, Riggler, Lonewolf, Matthias Maccabeus, nyys)
 
BoV -- 2007-09 maps not inducted (list 1/2)

I have posted an updated list of all Battlefields of Valhalla map nominations, as the list at the top of the thread is 18+ months out of date. "Declined to induct" is listed first, followed by "Declined to review."
Spoiler Alert!

Maps reviewed but not inducted into the Battlefields of Valhalla:
:!: Links to nomination
:utgar: Links to no votes
:jandar: Resubmission encouraged
"Y" Yes votes
(Broken links are from the April 2008 server change.)
[2006 test run] Forsaken Waters by Hasbro

2007--46
(20 reviewed, 15 nominated, 11 BoV)
Ruins at Dhibah Oasis by justjohn (Broken) :!:
Fire and Ice by xraine69 (Broken) :!:
Forest Trails V2.0 by Braxev (Broken) :!:
Into the Breach by Grungebob & Rÿchean :!: :utgar: :utgar: 2"Y"
The Key Holes at Wolf Swamp Road by Kahrma :!: :utgar: :utgar: 1"Y"
Ancient Ruins of Nalanda by Alastair MacDirk :!: :utgar: :utgar:
Forgotten Wellspring by Harold (Broken) :!:
Roadkill by Khanbob42 :!: :utgar: :utgar: 1"Y"
RiverCheckpoint by Khanbob42 :!: :utgar: :utgar:
Desolate Watch by Satyr :!: :utgar: :utgar:
Spring Thaw by Kahrma :!: :utgar::jandar: :utgar:
Bayou Bridge by T-Bomb (Broken) :!:
Annihilation Alley by Codeman :!: :utgar: :utgar:
Ashonqurk Fields by geosmores (Broken) :!:
Klomar's Training Ground - Location 7 by geosmores (Broken) :!:
Winter Crossing by Khanbob42 :!: :utgar: :utgar:
Across the Ice River (version2) by eveningdrive (Broken) :!:
Spring in the Air by UranusPChicago (Broken) :!:
Ayrwode's Bluff by GameBear :!: :utgar: :utgar: 1"Y"
Foxtrot by Nadi (no start zones) :!: :utgar: :utgar:


2008--50 (25 reviewed, 18 nominated, 7 BoV)
BoV #12-18: Road Rampage...Can't See the Jungle
Frozen Foothills by Messenger (Broken) :!:
Alpine Shrine by CH4071C (Broken) :!:
Ice Blossom by STAROCEAN980 (Broken, old version) :!:
Ice Buffer by GameBear :!: :utgar: :utgar: 1"Y"
Hot Bog by Jonathan :!: :utgar: :utgar: :utgar:
Tursan Run by yagyuninja :!: :utgar: :utgar: :utgar:
Little Rampart by Ch1can0 :!: :utgar: :utgar: 1"Y"
Spiral Turrets by Mooseman :!: :utgar: :utgar:
Marro Marsh by Gomolka (Broken-see lower entry) :!:
Road to Nowhere by Nadi (no start zones) :!: :utgar: :utgar:
Desperation by Browncoat :!: :utgar: :utgar:
Flanking of the North Army by Soul Shackle :!: :utgar: :utgar:
Sunken Temple by Mooseman :!: :utgar: :utgar:
Marro Marsh by Gomolka :!: :utgar: :utgar: 2"Y"
East Pond by Soul Shackle :!: :utgar: :utgar: 1"Y"
Stroll Through The Park by UranusPChicago :!: :utgar: :utgar: 1"Y"
Overlord by Ch1can0 :!: :utgar: :utgar::jandar:
Myrkr Spring by Kahrma :!: :utgar: :utgar: 1"Y"
Shady Oasis by Rÿchean :!: :utgar: :utgar: :utgar: 3"Y"
Division by Mooseman :!: :utgar: :utgar: 2"Y"
Winter Holdout by Jexik :!: :utgar: :utgar:
Marpesia's Glory by Gamebear :!: :utgar: :utgar:
The Lowland Paths by Superflytnt :!: :utgar: :utgar:
Hot Spot by karl with a k :!: :utgar: :utgar:
Husk of the Holdfast by Velenne :!: :utgar: :utgar: 1"Y"


2009--33
(15 reviewed, 14 nominated, 4 BoV)
BoV #19-22: Sidewinder...Fossil
Toll Road by Satyr :!: :utgar: :utgar:.
Serpent Mound by Mooseman :!: :utgar: :utgar:.
A Chill in the Air by Dignan :!: :utgar: :utgar:.
Common Ground by Gamebear :!: :utgar: :utgar:. 2"Y"
Derelict by Jexik :!: :utgar: :utgar:.
Paved Paradise by Sup3rs0n1c (early version) :!: :utgar: :utgar::jandar:.
Graveyard of the Lost Souls by Creationist :!: :utgar: :utgar::jandar:.
Inner Courtyard by KCU Master 2007 :!: :utgar::jandar: :utgar:.
Vadmont's Tomb by Protofury :!: :utgar: :utgar:.
Swamp Gas by mad_wookiee :!: :utgar: :utgar::jandar:.
Rift Valley by RoninValentina :!: :utgar: :utgar:.
Healing Waters by Gamebear :!: :utgar: :utgar:. 2"Y"
Swamp Helix v.3 by dok :!: :utgar: :utgar:.
Feylund Fountain by Velenne :!: :utgar: :utgar:. 1"Y"
Striking Distance by Dignan :!: :utgar: :utgar:. 2"Y"
 
BoV -- 2010-14 maps not inducted (list 2/2)

Maps reviewed but not inducted into the Battlefields of Valhalla:
:!: Links to nomination
:utgar: Links to no votes
:jandar: Resubmission encouraged
"Y" Yes votes

2010--51
(24 reviewed, 22 nominated, 5 BoV)
BoV #23-27: Quasatch Playground...Burial Marsh
Jungle of the Ancients by Angear :!: :utgar::jandar: :utgar::jandar:
The Frozen Cavern by tom :!: :utgar: :utgar:
Viper Valley by nyys :!: :utgar: :utgar:
Noctis by mad_wookiee :!: :utgar::jandar: :utgar::jandar: 1"Y"
Slash and Burn by Dignan :!: :utgar: :utgar: 1"Y"
Vesuvian by dok :!: :utgar: :utgar: 1"Y"
Migol's Gate by Velenne :!: :utgar: :utgar:
Ratcatcher by Gamebear :!: :utgar: :utgar:
Underground Iceways by 1Mmirg :!: :utgar::jandar: :utgar:
Marshes and Mountains v.2 by Einar's puppy :!: :utgar: :utgar:
Vulcan by mad_wookiee :!: :utgar: :utgar:
Tell Tail Forest by GeneralRolando (broken) :!: :utgar: :utgar: 3"Y"
Jotun's Gap by Dignan :!: :utgar: :utgar: 3"Y"
Glacial Overflow by FishTako :!: :utgar: :utgar:
Fyorlag Swamp by Rednax :!: :utgar: :utgar::jandar: 2"Y"
Trailblazer by Dignan :!: :utgar: :utgar:
Dragon's Gulch by BiggaBullfrog :!: :utgar:
Jungle of the Ancients by Angear (updated) :!: :utgar: :utgar::jandar:
Shrine of Mo-Ne-Ca by tannergx :!: :utgar: :utgar::jandar: :jandar:
Black Gold by Panopticon :!: :utgar: :utgar: 1"Y"
The Fire Swamp by killercactus :!: :utgar: :utgar:
Eggbeater by dok :!: :utgar: :utgar: 2"Y"
Yea Though I Walk... by Typhon2222 :!: :utgar::jandar: :utgar:
Jack of Spades by GameBear :!: :utgar: :utgar::jandar: 4"Y"


2011--16 (6 reviewed, 7 nominated, 3 BoV)
BoV #28-30: Bad Moon Rising...Stygian Rift
Moltenclaw's Gulch 2.1 by BiggaBullfrog :!: :utgar: :utgar:
Scavenger's Folly by GameBear :!: :utgar: :utgar:
Hellsgate by mad_wookiee :!: :utgar: :utgar:
Blacktop by dok :!: :utgar::jandar: :utgar::jandar: 2"Y"
Trespasser by Dignan :!: :utgar::jandar: :utgar::jandar:
Stygian Rift 1.0 by Typhon2222 :!: :utgar: :utgar::jandar:


2012--15 (5 reviewed, 10 nominated, 0 BoV)
Trepidation by Dignan :!: :utgar: :utgar:
Arboretum by Robber :!: :utgar: :utgar::jandar:
Rising Pressure by Killometer :!: :utgar: :utgar:
Jungle of the Ancients (revised) by Angear :!: :utgar: :utgar:
Song of the Walrus by Typhon2222 :!: :utgar: :utgar:


2013 -- 8 (4 reviewed, 2 nominated, 2 BoV)
BoV #31, 32: Draugur, Dance of the Dryads

Dry Season by Killometer :!: :utgar: :utgar: :utgar:
The Borogoves by Typhon2222 :!: :utgar::jandar: :utgar:
Silence and Solitude by Superfrog :!: :utgar: :utgar: :utgar:
Asphalt Cocktail by Superfrog :!: :utgar: :utgar: .

2014 -- 2 ( 1 reviewed, 1 nominated, 0 BoV)
High Ways or the Highway, Jungle Edition by Mmirg1 :!: 1"Y"

2015 -- 0 ( 0 reviewed, 1 nominated, 0 BoV)
SpineBack Ridge by GameBear :!:

2016 -- 0 ( 0 reviewed, 0 nominated, 0 BoV)


:!: :utgar: :jandar:
 
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BoV -- maps not reviewed (2007-13 list)

Battlefields of Valhalla
Nominated maps not accepted for review
(map balance varies wildly,
please search the thread for why they didn't make it before using for competitive play):


2007 (15)
Puddle Garden by J-bird (Broken) :!:
Fire Pit by Marduk (Broken) :!:
Gnarles Barkley by Oogie (Broken) :!:
Nerak's Passage by Cornpuff (Broken) :!:
Frost Heaves by Kahrma :!:
Paragon Mountain by Homba :!:
The Nassik River Pass by Sirpongo (Broken) :!:
Battle for High Ground by grizz (Broken) :!:
Hot Spot by pixiepop (Broken) :!:
Fight for the Waterfall by grizz (Broken) :!:
Baraxton Falls by Sirpongo (Broken) :!:
Frostbite by songbird (Broken) :!:
Speedy Trees by Goldendice (Broken) :!:
Scalding Pass by Goldendice (Broken) :!:
Soulrazor Canyon - Browncoat Edition (Broken) :!:

2008
(18 )
Flooded City by Technomagus (Broken) :!:
Searing Pass by Hasbro (Official map) :!:
Mt. Kismet by Browncoat (Broken) :!:
The Crossing by Darkomen57 (Broken) :!:
The Ruined Road to Gotham by tyguy94920 (Broken) :!:
Baraxton Falls 2.0 by Sir Pongo/Krackon_02 (Broken) :!:
Hopscorch by Elstree (Broken) :!:
Stand Ready by Soul Shackle :!:
Conflict in the Woods by Gomolka (Broken) :!:
Rough Climb Ahead by Nadi (no start zones) :!:
Frozen Pass by Aeston :!:
Cross Swamp Expressway by Eckels :!:
Stechavan Outskirts by Soul Shackle :!:
Death Bridge by Troubleman23 :!:
Melee Mania by Soul Shackle :!:
Husk of the Holdfast by Velenne (original version) :!:
Forgotten Highway by Retlaw :!:
Burning Love by TheSparkleInYourWater :!:

2009
(14)
Thormun's Wellspring by The Silver Surfer :!:
Ancient Table of the Giants by Archkyrie11 :!:
The Revenge of the Marr Highway by Sup3rS0n1c :!:
Icy Isle by Angear :!:
Border Disorder by Velenne :!:
Highways&Dieways: Swamp Edition, modified by Rÿchean :!:
Mole Hills: Jungle Edition, modified my Rÿchean :!:
Watch Towers by nyys :!:
Marshes and Mountains by Einar's Puppy :!:
A Stone's Throw by Darkmage7a :!:
Into the Jungle by Rednax :!:
Kyrien Quarry by White Noise :!:
Paved Paradise v3 by Sup3rs0n1c:!:
Dvalin's Furnace by Gamebear :!:

2010 (22)
Runner's Choice by chief :!: (broken)
Evergreen Enclave by Supersonic :!:
The Island by jcmcminis :!:
Towers of Torment by GeneralRolando :!:
Cavern Entrance by jcmcminis :!:
Molten Path by King of the Marro :!:
Frosted Spring by GromBloodboy :!:
Flooded Temple II by 1Mmirg :!:
Just Passing Through by Dignan :!:
The Dead Torch by LongHeroscaper :!:
Fen Orc Fort by Velenne :!:
Aquilla's Spring by Kaemon Awasome :!:
Pond Passage by 'Scaper94 :!:
Rocky Road by 'Scaper94 :!:
Hard Eight by dok :!:
Torch by Rednax :!:
Geothermal Battlefield by AliasQTip :!:
Murky Waters by Panopticon :!:
Violation by nyys :!:
Fire and Bone by Ronin Valentina :!:
The Road Less Traveled v.2 by Killer Lawnmower :!:
Still Life with Marro by tannergx :!: (broken-file removed)

2011 (7)
Post Maneuvers by GameBear :!:
Northern Passage by tom :!:
Marginal Gain by Typhon2222 :!:
Hail and Brimstone Morazz by MegaSilver :!:
Lithium Ion by ElvenEnvy :!:
Ground War by chief :!:
Lookout River by heroscaper2010 :!:

2012 (10)
Anvil by Typhon2222 :!:
Lookout Canyon by Heroscaper2010 :!:
Divided v.2 by nyys :!:
Concrete Jungle by kriegskeks :!:
Northward Bound by Black Charos :!:
Mitonsoul's Dungeon by heroscaper2010 :!:
Overgrown by Black Charos :!:
Booby Traps by nyys :!:
Swamp Dog by GTigers55 :!:
Galaxian by Typhon2222 :!:

2013 (2)
Blacktop 2.0 by dok :!:
Melee Mixer by Nooblar :!:

2014 (1)
Through the Godswood by NinjaStatus :!:

2015 (1)


2016 (0)
 
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