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caps' maps - 2023-02-25 updates:Cage Match Redux and Seagate

Re: caps' maps - 09/02/2016 Manor Ruins up for critique

@capsocrates

I like it! I get the feeling like games on that map will be absolute mayhem haha. I'm a sucker for split start zones :)

btw...this map would be perfect for an entry in the Ruins of Valhalla map contest we're holding...it even fits the build requirements.
What a coincidence... ;)

oh...haha, I understand :p well when you're ready with your 2 entries, just post on that thread and we'll get to scoring them :)
 
Re: caps' maps - 09/02/2016 Manor Ruins up for critique

I like that caps. :)

Very cool map.
 
Re: caps' maps - 09/02/2016 Manor Ruins up for critique

Another map, but I'm skeptical that it's ready for primetime.

Swamprat Circle
swamprat_circle.jpg

Uses 1xSotM, 1xMarvel, and 1 RttFF

Link to .pdf
 
Re: caps' maps - 09/02-04/2016 Manor Ruins & Swamprat Circle

I like the split start zones, Cap. :up:
Thanks. I hope they play well. I think split start zones should be nice for AotP vs Scape balance as well.

Hopefully I will get to try them soon!
 
Re: caps' maps - 09/18/2016 Roundabout Marsh

Swamprat Circle just wasn't feeling right to me, so I made some slight revisions.

Spoiler Alert!


I wasn't feeling very good about Swamprat Circle as my second submission to the ongoing map contest, so I put this new map together:

Roundabout Marsh
roundabout_marsh_original.jpg


Uses 1xSotM, 1xMarvel, and 1xRttFF
Link to .pdf
 
Re: caps' maps - 09/18/2016 Roundabout Marsh

Very nice-looking maps on this page, Capsocrates.
Manor Ruin is especially intriguing!
 
Re: caps' maps - 09/18/2016 Roundabout Marsh

Very nice-looking maps on this page, Capsocrates.
Manor Ruin is especially intriguing!
Thanks H_E_H I'm glad you like them! Let me know if you get a chance to try Manor Ruin--I haven't played on it yet.

I have tried Roundabout Marsh once and enjoyed it. I'm curious if it will hold up to repeated plays or not.
 
Re: caps' maps - 09/18/2016 Roundabout Marsh

Halcyon
Spoiler Alert!


Backstory:
Spoiler Alert!


--

With this map I wanted to try to escape the shape and format I see in most maps these days. At the same time, I wanted to try something that was largely flat. I think the result has some real potential in the tournament scene and I find it very aesthetically pleasing.
 
Re: caps' maps - 01/31/2017 Halcyon

This map is so strange. It is weirdly pretty!

I find that, unlike most other maps, it doesn't really try to achieve a natural look, and it feels like it makes no sense, but it's still really pleasant to look at. I wonder how it would look in real life.

Well done !
 
Re: caps' maps - 01/31/2017 Halcyon

This map is so strange. It is weirdly pretty!

I find that, unlike most other maps, it doesn't really try to achieve a natural look, and it feels like it makes no sense, but it's still really pleasant to look at. I wonder how it would look in real life.

Well done !
Thanks Simval!
 
Re: caps' maps - 01/31/2017 Halcyon

I updated Halcyon. The only change was to rearrange Wannok and replace the treasure glyphs with power glyphs.



Spoiler Alert!
 
Re: caps' maps - 10/28/2018 Updated Halcyon

I always loved the look of this map. I'm glad you revisited it.
 
Re: caps' maps - 10/28/2018 Updated Halcyon

I just added a new map. I created it back at the end of 2018 expecting to submit it to an ARV map contest. I lost track of the requirements for the ARV contests since then and decided I should just upload it now. I have playtested it on and off in the time since then. Overall I'm happy with it.

Thaw
uses 1xRotV, 1xBftU, 1xTT
link to .pdf
link to .hsc

Spoiler Alert!


It was inspired partially by @Dignan 's Grutsbane Pass, primarily in how lopsided that map is in terms of elevation. This map offers a little more protection to the low ground though, which is necessary because it is not nearly so wide as Grutsbane Pass.

Thanks to @dok for his private feedback that helped me make the map much better than it was on its first few iterations.
 
Re: caps' maps - 2020/05/23 added Thaw

I really like what you did with symmetry here, Cap. This is definitely one I would use in a tournament. If, you know, we ever get out of our houses to have another one. Ha ha that is a joke.
 
Last edited:
Re: caps' maps - 2020/05/23 added Thaw

Thanks DS, I take that as a pretty big compliment.


EDIT: it is not perfectly symmetrical on any axis. I couldn't tell from your comment if you could tell that or not. I spent a lot of time balancing the glyph placement and the terrain around it to make the movement costs to the glyph be the same
 
Re: caps' maps - 2020/05/23 added Thaw

Wow, how did I miss your post on this map? haha, it actually looks really cool. I think it has a really cool dungeon alter feel to it.
 
Re: caps' maps - 2020/05/23 added Thaw

Wow, how did I miss your post on this map? haha, it actually looks really cool. I think it has a really cool dungeon alter feel to it.
Thanks Sir H :)

I held on to it a long time with plans to submit it to the ARV in a contest but I didn't pay close enough attention to when a contest came along that it would be eligible for.
 
Re: caps' maps - 2020/05/23 added Thaw

Kingfisher
.pdf
.hsc

Spoiler Alert!


I decided to revise Halcyon, and came up with something just sufficiently different enough that I wanted to give it a new name. The goals with this one are the same as Halcyon, but preferably with a smaller footprint and hopefully a little more friendly to melee with a little bit less of a shooting-gallery feel. I also coated one side of the map in (unnecessary?) swamp water, so the map ends up with a mostly distinctive 3-area feel: the swamp to the "north", the ice in the center, and the "cave" in the "south," with some unmelted snow (yes, I know it doesn't quite fit).

One of the other major changes is that I moved the precariously-placed single-hex outcrops to a more sturdy location.

This is a first draft, but I wanted to post it now in case anyone had some obvious feedback for me to incorporate.
 
Re: caps' maps - 2022-08-28 added Kingfisher

at first glance, I REALLY Like it. I loved Halcyon during playtesting for aesthetics and theme (though it did fall a bit short on balance)...this one delivers as well but I think this initially feels much more balanced than Halcyon...so well done.

My initial hesitation is just the flatness through the center. I think you could get away with alittle bit of height on the opposite side of the glacier that is next to wannok. I feel like just a 1-hex and 2-hex wrapping around that opposite side could keep things interesting during development through the middle.

I think the reason you can get away with it there (or in a couple other spots)...is because you've done a good job keeping the center of the map at 8 spaces from each startzone...so you could play with putting height on 7 and 8 spaces away without "breaking" the map for 6-move fliers. that is, most of the time each side will be able to contest the height equally when you put it at 7 and 8 spaces from the start zone...so I think you could do with a little bit more through the center
 
Re: caps' maps - 2022-08-28 added Kingfisher

at first glance, I REALLY Like it. I loved Halcyon during playtesting for aesthetics and theme (though it did fall a bit short on balance)...this one delivers as well but I think this initially feels much more balanced than Halcyon...so well done.

My initial hesitation is just the flatness through the center. I think you could get away with alittle bit of height on the opposite side of the glacier that is next to wannok. I feel like just a 1-hex and 2-hex wrapping around that opposite side could keep things interesting during development through the middle.

I think the reason you can get away with it there (or in a couple other spots)...is because you've done a good job keeping the center of the map at 8 spaces from each startzone...so you could play with putting height on 7 and 8 spaces away without "breaking" the map for 6-move fliers. that is, most of the time each side will be able to contest the height equally when you put it at 7 and 8 spaces from the start zone...so I think you could do with a little bit more through the center
I actually like the middle being pretty flat. What's the reason that you think it needs more elevation?
 
Re: caps' maps - 2022-08-28 added Kingfisher

I don’t think it needs much…just makes for fighting for position outside of the edges. A little bit of variation in height I think just helps make for more decisions in-game.
 
Re: caps' maps - 2022-08-28 added Kingfisher

Something like this?
 
Re: caps' maps - 2022-08-28 added Kingfisher

Just want to make sure I'm seeing this correctly. Swamp water is on level 1 and not level 0 right?
That's correct. It is largely superfluous but a few figures will appreciate the water being there.
 
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