• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

caps' maps - new: Iced Cider, Cold Iron, Kookaburra - revised: Cage Match, Seagate

caps

My six-year-old sister-in-law calls the shots
Go here for my multiplayer maps.

------------------------------------

uploaded 2025-05-13
Iced Cider


Requires: 1 BftW, 1 SFoV, 1 LFoV

In the build instructions, the "swamp water" tiles are wellspring water, and the glyphs of Brandar are treasure glyphs.

The treasure glyphs are optional.

Link to .pdf

------------------------------------

uploaded 2025-03-22
Seagate (revised)


Requires: 1 RotV, 1 FotA

Glyphs of Brandar are optional treasure glyphs

Link to .pdf

------------------------------------

uploaded 2025-03-22
Cold Iron

Requires: 2 Marvel, 1 TT, 1 FotA

The glyph of Brandar should be played as a treasure glyph.
The walkway portion of the warehouse ruins should be removed.
Normal snow, normal ice

Optional Trap Rules: If you spring a trap on a treasure glyph, your opponent may move up to two figures within 5 spaces of the treasure glyph up to 1 space each.

Link to .pdf

------------------------------------

uploaded 2025-03-14
Cage Match (caps edition)

Requires: 1 SotM, 1 FotA

note: the glyphs of Brandar are treasure glyphs

Link to .pdf

------------------------------------

uploaded 2025-03-08
Kookaburra

Requires: 1 SotM, 1 BftU, 1 TT

note: the glyph of Brandar is a treasure glyph

Link to .pdf

------------------------------------

uploaded originally by Dignan 2012-05-13
edit by caps uploaded 2023-02-25

Cage Match Redux

Requires: 1 SotM, 1 FotA

Glyph configuration: strong glyphs must be placed in the center (Ulaniva, Wannok, Valda, Thorian, or even C3V's Lorja Ivor or Yngvild), with useful glyphs on the outsides (Valda, Dagmar, Wannok, Lodin, or C3V's Holdir).

note: the glyphs of Brandar are treasure glyphs.

Link to .pdf
Link to .hsc

------------------------------------

uploaded 1/7/2023

Har Overrun
by caps's son

har_overrun___a_1_original.jpg
Spoiler Alert!


This is a map made by my son

A battlefield for two armies of 400-600 points.

Uses 1xRotV, 2xRttFF, 2xTJ, and 4 Cryptoliths from Arena of the Planeswalkers: Shadows over Innistrad
Uses Pillars of Har destructible object rules from Arena of the Valkyrie for the Cryptoliths. Cryptoliths are represented in the build instructions by the Concrete and Asphalt tiles. Cryptoliths may be omitted (replace concrete with grass 1-hexers and omit the asphalt entirely).

Suggested glyphs: 2xValda on the outsides, 2xDagmar on the insides

Optional rule: Thin Foliage
Figures may move onto spaces with jungle bushes, but may not end their movement on jungle bushes.

.pdf

------------------------------------

uploaded 11/5/2022
updated 02/25/2023

Seagate (original)


Glyphs of Brandar are optional Treasure Glyphs

Uses 1xRotV and 1xFotA

.pdf
.hsc
------------------------------------

uploaded 08/28/2022
updated 09/18/2022

Kingfisher
kingfisher_v3_original.jpg


Uses 1xSotM, 1xBftU, and 1xTT

.pdf
.hsc
------------------------------------


uploaded 05/23/2020
Thaw
thaw_original.jpg

Uses 1xRotV, 1xBftU, 1xTT

link to .pdf
link to .hsc
------------------------------------
updated 10/28/2018
uploaded 01/31/2017
Halcyon
halcyon%20v2_uN1.jpg

Uses 1xSotM, 1xBftU, and 1xTT

.hsc file
.pdf file
------------------------------------
09/18/2016
Roundabout Marsh
Spoiler Alert!

------------------------------------
09/04/2016
Swamprat Circle feels a lot more rough around the edges than Manor Ruins, but I have posted it here regardless. EDIT: Swamprat Circle has been revised (09/18/2016)
Swamprat Circle
Spoiler Alert!

------------------------------------
09/02/2016:

It has been a while since I have put together a map of my own. Here is my latest creation in its first iteration:

Manor Ruins
Spoiler Alert!


------------------------------------

05/11/2011:

I am entering Rÿchean's Tournament Map Contest. Before I submit my maps I would like some feedback. Any thoughts? Suggestions? Both of these have been through a few revisions already, but no playtesting. They are due before midnight on the 14th of May.

5/10: Maps updated again.

Reset
Spoiler Alert!


As I was working on revising Reset, I came up with this. I still plan to release a revised BftU Reset, but I like this SotM version because I can actually build it (I still don't have any BftU terrain).

Reset the Swamp - added 6/16/12


Helplessness Blues
Spoiler Alert!


Pocket Full of Posies
Spoiler Alert!


Mulberry Bush
Spoiler Alert!


Pillars and Roads
Spoiler Alert!


Old Maps

Spoiler Alert!
cold-iron.5802
 
Last edited:
Re: capsocrates' multi-player maps -Stone Pass -11/5/11

I love the map! I hope you continue to make and post good multiplayer maps. They are very hard to come across and build.
 
Re: capsocrates' multi-player maps -Stone Pass -11/5/11

I love the map! I hope you continue to make and post good multiplayer maps. They are very hard to come across and build.

Well met!

The Gang of Four (under my auspices) has played a number of FFAs on Nadi's maps, although they may require too many terrain sets for you (https://spreadsheets.google.com/pub?key=pi5ZW1-1fAPGxTte6KfO5Pw&single=true&gid=12&output=html).

Otherwise, I'd suggest free building them. Read dok's series of blogs on map-making, as well as the various other articles/blogs on the subject. Also, I found rouby44's templates (http://www.heroscapers.com/community/showthread.php?t=26898) extremely helpful.
 
Re: capsocrates' multi-player maps -Stone Pass -11/5/11

I love the map! I hope you continue to make and post good multiplayer maps. They are very hard to come across and build.

Thanks! I have built several, with varying degrees of symmetry. I have gotten better each time, so I feel that this is my best map, but when I get a chance I will try to post some of the others as well.

[Well met!

The Gang of Four (under my auspices) has played a number of FFAs on Nadi's maps, although they may require too many terrain sets for you (https://spreadsheets.google.com/pub?key=pi5ZW1-1fAPGxTte6KfO5Pw&single=true&gid=12&output=html).

Otherwise, I'd suggest free building them. Read dok's series of blogs on map-making, as well as the various other articles/blogs on the subject. Also, I found rouby44's templates (http://www.heroscapers.com/community/showthread.php?t=26898) extremely helpful.

I have seen Nadi's spreadsheets, but as you say, they typically have too many terrain requirements.
 
Re: capsocrates' multi-player maps -Stone Pass -11/5/11

Also, can anyone tell me how to upload .pdfs so that people can download my maps?
 
Re: capsocrates' multi-player maps -Stone Pass -11/5/11

Unless you're a Site Supporter or Contributor, you can't upload files to Heroscapers.com. However, file sharing services like Mediafire let you upload and link files such as PDF.
 
Re: capsocrates' multi-player maps -Stone Pass -11/5/11

Unless you're a Site Supporter or Contributor, you can't upload files to Heroscapers.com. However, file sharing services like Mediafire let you upload and link files such as PDF.

I suspected as much. Thanks for the tip.
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

:bump:

I'm going to enter Rychean's map contest and would like some feedback. Reset and Helplessness Blues are the maps I plan to put forth. Let me know what you think!
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

I can't see the Pics.....
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

I can't see the Pics.....

Mm... I think I see what's going wrong. Are you able to share photos using google docs or do you upload them to image hosting sites?

EDIT: I replaced the broken images with links to their current home on google docs. I'll try to upload them elsewheres soon so that you don't have to click anywhere to see them.
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

I can't see the Pics.....

Mm... I think I see what's going wrong. Are you able to share photos using google docs or do you upload them to image hosting sites?

EDIT: I replaced the broken images with links to their current home on google docs. I'll try to upload them elsewheres soon so that you don't have to click anywhere to see them.

I use PhotoBucket and it works great!
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

Reset looks like a lot of fun to play on, but it's pretty big for a tournament map. The build instructions list it at 35"x38" (and it doesn't look like that will change much by turning it) it won't fit on a lot of tables, and on tables it does fit on it won't leave a lot of room for cards, dice, rollers, or another map. You could probably squeeze the footprint down without changes the general feel of the map too much by tightening up all the level 1 24-hex plates in against each other, and chopping off the 5 hex "tail" from the start zones (that will also help bring the SZs a bit closer together, resulting in faster action).

I love the footprint of Helplessness Blues. I doubt that the corners beyond the glyphs will see much action, but I think that it's visually striking enough that it might be worth leaving the dead space. Any reason you went with fixed glyphs instead of random? There is also a tempting Raelin perch out from the left of each SZ-the level 5 1-hexxer 6 spaces out that covers the hill and glyph might tend to draw ranged pods to camp there.
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

Reset looks like a lot of fun to play on, but it's pretty big for a tournament map. The build instructions list it at 35"x38" (and it doesn't look like that will change much by turning it) it won't fit on a lot of tables, and on tables it does fit on it won't leave a lot of room for cards, dice, rollers, or another map. You could probably squeeze the footprint down without changes the general feel of the map too much by tightening up all the level 1 24-hex plates in against each other, and chopping off the 5 hex "tail" from the start zones (that will also help bring the SZs a bit closer together, resulting in faster action).

Those are good suggestions. I might toss Reset for contest purposes altogether and go for a more groundbreaking idea--he asked for creativity, and I'm not sure my style is distinctive enough to be considered outside-the-box--but I will probably implement your suggestions nonetheless.

I love the footprint of Helplessness Blues. I doubt that the corners beyond the glyphs will see much action, but I think that it's visually striking enough that it might be worth leaving the dead space.

I suspected as much.

Any reason you went with fixed glyphs instead of random?

I'm not entirely sure. I like those glyphs, I feel they're less overpowered than some of the others that are often used (+1 atk or defense, for instance). I feel like I've also seen it done a number of times before, but I suppose when I think about most of the maps I've downloaded from here they've had random glyphs.

There is also a tempting Raelin perch out from the left of each SZ-the level 5 1-hexxer 6 spaces out that covers the hill and glyph might tend to draw ranged pods to camp there.

Yes, I see that. For some reason I was operating under the impression that in a tournament setting its best to have the highest points only accessible to one-space figures... :confused: I think I got that idea from maps like these, which we've been using in our online league. I asked about Raelin Perch's last night in the Question Dump and after getting some answers I decided those level 5 1-hexxers needed to go.
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

Having the highest point be only 1 hex can be fine (denies it to powerful units like Q9, Nilf, Braxas, etc.). My concern stems from the fact that Raelin can get there in a single OM and it overlooks some very desirable real estate. Moving it just one space over, so that it's 7 flying spaces, will make a huge difference.
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

Having the highest point be only 1 hex can be fine (denies it to powerful units like Q9, Nilf, Braxas, etc.). My concern stems from the fact that Raelin can get there in a single OM and it overlooks some very desirable real estate. Moving it just one space over, so that it's 7 flying spaces, will make a huge difference.

That's a good idea. I was going to remove it altogether but I like that idea better. I might even make it 8 spaces--push it all the way back and maybe try to get some use out of that corner.

This is still in its formative stages, but as an idea, what do you think of this, or something like it? I'll need to make it bigger, I think.

Pocket Full of Posies
Spoiler Alert!
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

It looks like a very intriguing starting concept. :D It could definitely benefit from some more fleshing out, though (and don't forget to include a spot for the Hive in the SZ).
 
Re: capsocrates' maps - Reset and Helplessness Blues -5/1/11

Here's the other idea I just had.

Mulberry Bush
Spoiler Alert!
 
Re: capsocrates' maps - Mulberry Bush and Posies added -5/2/

And here is a more fleshed out rendition of Pocket Full of Posies.

Pocket Full of Posies
Spoiler Alert!
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

Alright, all the maps have been updated to reflect modifications made as a result of feedback.

Reset
Spoiler Alert!


Helplessness Blues
Spoiler Alert!


Pocket Full of Posies
Spoiler Alert!


Mulberry Bush
Spoiler Alert!
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

:bump: Any glaring errors I should fix or minor changes I should make that would make those four maps at the top of the OP better?
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

Awesome maps, capsocrates!

I especially like Pocket Full of Posies. In fact, I was looking for a map to build to run some playtesting on soon (next week or so), and I might try out Posies.

I love when people try working with the idea you implemented into Mulberry Bush, though I do worry with that one on both its size and some of the outer pieces not seeing play. I'm not sure how easy it would be, but if possible it might be nice to add some more height around the outside of the map.

I also really like Helplessness Blues, it should make for some really fun quick games. I do worry, though, about both of the side-jut-outs not seeing much use (especially the tips). Sure, range will generally go for height, but with the small size of the map and the road, I think melee will be on them too quickly for them to get to the height.

Reset is also a nice looking one: it both actually looks cool and I think it should play well. I really don't have any complaints or worries about that one.

Again, awesome maps, capsocrates; and if not Posies, I'll try to get one of your maps up soon and tell you what I think after I get a couple games.
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

Reset: The placement off the Ruins and rock outcrops look good, I like that melee figures can go from cover to cover then flank the opponent. I'm always a sucker for elevated water, but that's more my personal taste. The shadow and glyph placement looks soiled, the aesthetics look good to, which is always a bonus. All in all it looks good, it has no glaring holes that I can see.

Helpless Blues: I feel like the far sides of the map will see little if any action. Also I would like some elevation in the middle between the roads. I do like the use of the water to channel the figures to the sides.

Pocket Full Of Posies: Maps with close starting zones can be very tricky, and without some playtest it's hard to discern it's problems. Flying melee units can get the jump on figures, but range figures for the most part will have to leave themselves vulnerable to a counter attack, if they go for quick attacks right off the bat. The middle looks well thought out and balanced. It looks like a fast, fun and unique map.

Mulberry Bush: I like the concept of this map, but in my opinion it has some problems. As you already said the footprint looks really big, maybe to big, I'm not sure how much space there is per table. A good part of the map looks like it wont see much action, especially the spaces right in back of the starting zones and the edges of the map.

If I had to choose two to submit to Rÿchean map contest I would choose Pocket Full of Posies and Reset.
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

Thanks a lot for the feedback, guys! Its in the .pdf, but I didn't put it in the OP until just now: there's a special rule for Pocket Full of Posies that no figure can pass through or over the columns by any means. Should I have any exceptions to that? Or just specify that it only affects fliers and stealth fliers?

I especially like Pocket Full of Posies. In fact, I was looking for a map to build to run some playtesting on soon (next week or so), and I might try out Posies.

Sweet! The contest due date is the 14th, so I'm going to have to finalize the maps by then, but I look forward to hearing your feedback!

I also really like Helplessness Blues, it should make for some really fun quick games. I do worry, though, about both of the side-jut-outs not seeing much use (especially the tips). Sure, range will generally go for height, but with the small size of the map and the road, I think melee will be on them too quickly for them to get to the height.

I'm not sure what to do about that. I guess I could rotate those level 3 24-hexes counter-clockwise and move them over one so that they abut the road. That might be how I originally had it.

Helpless Blues: I feel like the far sides of the map will see little if any action. Also I would like some elevation in the middle between the roads. I do like the use of the water to channel the figures to the sides.

I don't think I see any way to put height in the middle without creating a Raelin perch. Any suggestions?

Pocket Full Of Posies: Maps with close starting zones can be very tricky, and without some playtest it's hard to discern it's problems. Flying melee units can get the jump on figures, but range figures for the most part will have to leave themselves vulnerable to a counter attack, if they go for quick attacks right off the bat. The middle looks well thought out and balanced. It looks like a fast, fun and unique map.

How does the special rule I mentioned above affect your thoughts on flying melee figures for this map? That is one of the concerns I had when I built it--I feel like treating the columns as infinitely high mostly takes care of that.

I love when people try working with the idea you implemented into Mulberry Bush, though I do worry with that one on both its size and some of the outer pieces not seeing play. I'm not sure how easy it would be, but if possible it might be nice to add some more height around the outside of the map.

Mulberry Bush: I like the concept of this map, but in my opinion it has some problems. As you already said the footprint looks really big, maybe to big, I'm not sure how much space there is per table. A good part of the map looks like it wont see much action, especially the spaces right in back of the starting zones and the edges of the map.

I bet it would be better if I built the SZs out of 7-hexxers and swamp water. That would free up the two swamp 24-hexxers for use on the ends where the action is... :hrm:

If I had to choose two to submit to Rÿchean map contest I would choose Pocket Full of Posies and Reset.

Thanks for the input! I'm leaning that way also.
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

Reset:

The first thing I notice about this map is the very long sight lines. It's interesting to see in the narrative you took advice from Killometer about this map, because it is a feature a number of his maps have.

I like playing melee so I'm always looking at maps wondering if there is a reasonable way for melee on Side A to approach parked range on Side B and on this map I don't see it.

Helplessness Blues:

I was once told by one of the good cartographers on the site that every hex should be potentially useful. It made sense to me, and as I look at this map I see a lot of space that would not likely have any traffic on it, ever.

I think moving the side glyphs all the way out to the ends, or near the ends, of the points on the side might help, though I'm also eyeing the stray water hexes on low ground near the start zones. The ones on the outside edge of the map. What are they there for?

Pocket Full of Posies:

*This* is my kind of map. This looks like a mad_wookiee creation and I love it. Lots of LOS blockers but still space for range to do its thing, varied terrain and interesting choices everywhere.

I'm a big fan of Pocket Full of Posies.
 
Re: capsocrates' maps - Mulberry Bush and Posies added - 5/2

Thanks a lot for the feedback, D_S.

Reset:

The first thing I notice about this map is the very long sight lines. It's interesting to see in the narrative you took advice from Killometer about this map, because it is a feature a number of his maps have.

I like playing melee so I'm always looking at maps wondering if there is a reasonable way for melee on Side A to approach parked range on Side B and on this map I don't see it.

I love playing Melee too. I enjoy range when I do it, but I'm always drawn to melee builds. And the M-43 Resistance fighters, for some reason. See the updates below and let me know if you think its an improvement.

Helplessness Blues:

I was once told by one of the good cartographers on the site that every hex should be potentially useful. It made sense to me, and as I look at this map I see a lot of space that would not likely have any traffic on it, ever.

I think moving the side glyphs all the way out to the ends, or near the ends, of the points on the side might help, though I'm also eyeing the stray water hexes on low ground near the start zones. The ones on the outside edge of the map. What are they there for?

I took your advice. I'm not sure its quite perfect yet, but I think its an improvement.

Pocket Full of Posies:

*This* is my kind of map. This looks like a mad_wookiee creation and I love it. Lots of LOS blockers but still space for range to do its thing, varied terrain and interesting choices everywhere.

I'm a big fan of Pocket Full of Posies.

I'm glad you like it. :) I think it will do well in the contest and I look forward to playing it when I get the chance. I wish I had time to play it and tweak it before submitting it, but I know that's not going to happen (I'm restricted to 1xRotV in the maps I can actually, physically build at my house).

I'll post the updated versions in a new post.
 
Back
Top