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Cleon's Maps: New map - Grove (6/16/24)

Re: Cleon's Maps: New Map 3/8/19 - Arroyo

Very happy with this one......it's a symmetrical RotV/BtfU map called Arroyo:

Arroyo:

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Additional Pictures:

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Sets Required: 1 RotV, 1 BftU
Glyphs: 1 random Power Glyph, 2 random Treasure Glyphs

I'll write up a small blurb and edit it in later - don't have the time as I'm headed off to work right now
 
Re: Cleon's Maps: New Map 3/14/19 - Corridor

Here's a brand new one. It's a small map that only uses 1 BftU and 1 FotA. It's an old broken corridor (kind of like the mines of Moria from LOTR is what I was imagining in my head), hence the name. It's asymmetrical and is basically sanctioned off into 3 or 4 areas.

Corridor:

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Additional Pictures:

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Sets Required: 1 BftU, 1 FotA
Glyphs: 2 random Power Glyphs, 2 random Treasure Glyphs

I'm a little bit concerned about the Hydra on this map. I think the limited height coupled with the wide easy castle road making quick access to the treasure glyphs works well for it, but virtually every unit will be able to combat it quickly so I hope that makes up for it. I think it will.

But other than that, I dig it.

At this point all of the maps I had made throughout the past few years are now up and ready for download, besides Greenlands/Bloodlands. I'm still editing Greenlands and am not sure when it will be ready, I'm still unsatisfied with it. But yeah, besides those 2, all maps from here on out are brand new (March 2019- onward)! Including this one - Corridor.

I have a few more in the works at the moment, namely one that's 1 RotV + 1 TJ. Stay tuned.
 
Re: Cleon's Maps: New Map 3/14/19 - Corridor

Oo, I really like the looks of Corridor. Looks like a lot of cool pathing and ways to use the map. I'll try it out sometime in the next couple weeks.
 
Re: Cleon's Maps: New Map 3/14/19 - Corridor

Oo, I really like the looks of Corridor. Looks like a lot of cool pathing and ways to use the map. I'll try it out sometime in the next couple weeks.

Thanks dude. I like the way you can jump from area to area on the castle road and weave around the walls, it's feels different than most maps. Let me know how it goes :up:
 
Re: Cleon's Maps: New Map 3/14/19 - Corridor

Yeah I really like Corridor as well. It's a nice seemingly symmetrical-but-not map that looks like a lot of fun.
 
Re: Cleon's Maps: New Map 3/14/19 - Corridor

Yeah I really like Corridor as well. It's a nice seemingly symmetrical-but-not map that looks like a lot of fun.

Thank you. I think quite a few maps of mine turn out that way - 'symmetrical-but-not' haha. Flanked comes to mind.
 
Re: Cleon's Maps: New Map 3/18/19 - Zigzag

Here's a new map I made. I call it, "Zigzag" 8)

Zigzag:

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Additional Pictures:

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Download

Sets Required: 1 RotV, 1 TJ
Glyphs: 2 random Power Glyphs
 
Re: Cleon's Maps: New Map 3/18/19 - Zigzag

I like it! BUT I do think you need a “land bridge” to allow development from the left side of the startzones so units aren’t forced to stop/drop into water. Just 1 hex replacing a water will do. Otherwise you’ll have Dragons or other flyers able to jump over to that height and attack down on units before they can develop through that side caus they’re getting stuck in water. Even if it’s melee, developing through the right is extremely easier and will gov the advantage to the opponent on that side. The other side would be forced to wade through water or go through the valley in the center to try and Contest that side. Better just to open up the left side to allow units to still develop through each side of the startzones. Even 2 hexes could be good to open it up even more for them.
 
Re: Cleon's Maps: New Map 3/18/19 - Zigzag

I like it! BUT I do think you need a “land bridge” to allow development from the left side of the startzones so units aren’t forced to stop/drop into water. Just 1 hex replacing a water will do. Otherwise you’ll have Dragons or other flyers able to jump over to that height and attack down on units before they can develop through that side caus they’re getting stuck in water. Even if it’s melee, developing through the right is extremely easier and will gov the advantage to the opponent on that side. The other side would be forced to wade through water or go through the valley in the center to try and Contest that side. Better just to open up the left side to allow units to still develop through each side of the startzones. Even 2 hexes could be good to open it up even more for them.

Amen to this.
 
Re: Cleon's Maps: New Map 3/18/19 - Zigzag

I like the water cut off, the idea of it is that that side is more inclined to go for the glyph. There's jungle covering two of the water spaces, and then additional jungle as that side climbs up towards the top 3-hex rock to gain def to help combat it. It is true that the right side is able to go for the glyph, too, but then you lose a right side figure(s) in your right side's fleet, which is inclined to get to their rock 3-hex. The middle/right side also has an inclination to start going for the middle, too. Maybe I should make it harder for the right side to get the glyph....not sure, I like it currently, but I could see pushing the glyph into the sand to further legitimize the left side. Maybe make it somehow harder for the right side to get the glyph and keep it in the same place is another option.

I think I'm going to keep it right now, as I think the left side works, but I'm not opposed to making a slight change in the future to discourage right side units to go for the glyph.

Thanks for the suggestions.
 
Re: Cleon's Maps: New Map 3/30/19 - Zigzag Version 2

Alright, decided to update Zigzag. Changed the left side so it was easier to reach the rock high point, without forcing you to traverse over the water. But I kept the glyph in the water, and you can still reach it by taking a turn into the water from the right side and middle of your start zone (and from the left side too). I like this much better. Thanks for the tip, and I think you guys will be happier with this version. 8) @Sir Heroscape @Flash_19

Zigzag:

jbtv01ktd2gktrd6g.jpg


Additional Pictures:

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There are a few maps I'm considering editing and uploading new versions of, namely The Flow and Mystic Discovery. I'm not against editing/updating maps of mine, but I'm going to be rather conservative about it as I don't want to constantly be making small tweaks and unnecessary changes to maps. Besides, other than the two I mentioned and maybe a couple more, I'm very pleased with pretty much all the maps I've made and I don't really see myself making much changes (at least that's how I feel at this moment).
 
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Re: Cleon's Maps: New Map 3/30/19 - Zigzag Version 2

New maps soon to come.
 
Re: Cleon's Maps: New Map 3/30/19 - Zigzag Version 2

Nice work Cleon. I might have to test this revised version. I can see some potential in tough strategy decisions from the first OM.
 
Re: Cleon's Maps: New Map 3/30/19 - Zigzag Version 2

Nice work Cleon. I might have to test this revised version. I can see some potential in tough strategy decisions from the first OM.

Thanks a lot my dude. I really like how it turned out and how it plays. The Jungle-Trench is fun.
 
Re: Cleon's Maps: New Map 3/30/19 - Zigzag Version 2

I plan on making an edit to Spider's Den and adding two glyphs to the far outsides. I might also change the middle glyphs from power glyphs to treasure glyphs but I'm still debating it. The big problem with that map is when someone like Q9 sits on the sand three-hex and surrounds himself with rats, an all-melee army really can't do anything. Adding glyphs to both of the outskirts will help alleviate this problem. Treasure glylhs replacing the middle ones will definitely fix it ultimately, but I'm debating it...whether I want to middle to be a temporary power zone for heroes or if I want to keep it a permanent power zone.
 
Re: Cleon's Maps: New 8/2/19 - V2 of SD and Backwash

Tweaked and updated two of my maps - Spider's Den and Backwash:

Spider's Den: (Version 2)

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Additional Photos:

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Spider's Den's major problem was that a figure like Q9 could sit on the sand 3-hex and dominate both glyphs. Giving height in the hills on each side doesn't compensate enough for this, especially for an all melee army. So I moved the Power Glyphs to the outside hills on each side of the map, so that an opposing build can grab both glyphs to combat the scenario of a very strong ranged figure sitting on the sand 3-hex. Also it might deter the figure from sitting or staying on that spot entirely. Additionally, I added two Treasure glyphs in the Hive's water in place of the original ones to encourage heroes to move down and grab them, and give a potential counter attack from height if a hero chooses to do that. Or could be used for a melee's bonding hero(es) to grab in that previously feared scenario. And I changed the original glyph placement over one so that most heroes can't grab the treasure glyph on turn 1 (notably Q9), and moved the water around slightly so that both treasure glyphs are more accessible for both sides. I think this greatly fixes this map and I'm very happy with it.

Backwash: (Version 2)

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Additional Pictures:

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For Backwash, the problem with the map was the high level plateau-esq section that overlooks the ice lake, and the fact that it was very hard to get to for slower figures. Too good for dragons and other flyers, and even just faster figures in general. So I completely reworked the plateau area so that it's not only easier to access from each start zone, but also from the lower ice. Also swapped most of the highest points to snow and moved them more behind the 3-hex glacier, rather than wrapping around it. The other big change, if that's not enough, is I made the far glyph on the other side of the hive to a static move glyph. I think that if you still have trouble reaching the plateau, or lose the plateau, securing the move glyph will certainly give you the strength to take or retake the plateau. I don't really think other parts of the map need a move boost, despite the heavy snow, but now the batches of heavy snow won't be as difficult to jump on, if it ever was before (I didn't see it as an issue). But the purpose of it is to better connect the plateau with the rest of the map and I think it solves it.

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I have a couple new maps to get up next, and need to finish Greenlands so I can get the Bloodlands-Greenlands duo up finally. And there's another Version 2, of Crush, I want to get up too. But I'm not satisfied with it yet. I was going to include it with these but I think it needs more work. Basically the problem is how to deal with Zelrig for that one.

Spoiler: the next map I'm putting up is a 1 SotM + 1 FotA map.
 
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Re: Cleon's Maps: New Map 8/3/19 - Grinder

New map!

Grinder:

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Additional Pictures:

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Sets Required: 1 SotM, 1 FotA
Glyphs: 2 random Power Glyphs

I've been working on this one for the past two weeks and it took what felt like forever to get the build right...I kept scrapping it over and over. But I eventually got the build to be roughly what I was picturing in my head and finally it fit together.

SotM maps can be quite annoying. You have so many 7-hexes and minimal other, smaller hex types.
 
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Re: Cleon's Maps: New Map 8/5/19 - Black Ice

Here's another new one. It's a short and sweet BftU/TT map I whipped up:

Black Ice:

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Additional Pictures:

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Sets Required: 1 BftU, 1 TT
Glyphs: 2 random Power Glyphs

Enjoy
 
Re: Cleon's Maps: New Map 8/5/19 - Black Ice

Oooo, I really like Grinder. That looks like a fun and interesting one to play. I really like the pathing and LoS setup. I’ll have to put that on my list of “nexts”

Black Ice I’m a bit concerned about though, that 3-hex with a 1-hex on top right in front of the startzone is an extremely strong Raelin perch as it allows you to cover 1 glyph and have maximum visibility while protecting your units through the low ground middle on both sides of the glacier (and they’ll get shadow). She’d be in a great spot with little chance of being engaged by an opponent and always having height.
 
Re: Cleon's Maps: New Map 8/5/19 - Black Ice

Oooo, I really like Grinder. That looks like a fun and interesting one to play. I really like the pathing and LoS setup. I’ll have to put that on my list of “nexts”

Black Ice I’m a bit concerned about though, that 3-hex with a 1-hex on top right in front of the startzone is an extremely strong Raelin perch as it allows you to cover 1 glyph and have maximum visibility while protecting your units through the low ground middle on both sides of the glacier (and they’ll get shadow). She’d be in a great spot with little chance of being engaged by an opponent and always having height.

Thank you my dude :)

Yeah, that's true, but her aura doesn't reach any of the highest snow points (level 3) besides the one blocked by the 6-hex glacier and what she covers there is a lot of level 0 stuff (there is shadow though) and level 1 near-start zone spots. You can also shoot at her from two of the level 3 spaces (near the glyph she covers) without being engaged by units within her aura. I think it works, but I see what you mean.

I guess Raelin perches just don't concern me very much in general. When I make a map my main concerns when thinking about specific figures are too strong of spots for Q9/Q10/Nilfheim/Braxas, Dragon perches, Moltenclaw regarding lava, too strong spots for AE (and to a lesser extent Protectors, Moltenclaw, Wyrmlings, and Atlaga), 4th Mass/10th Reg clusters, Zelrig bomb, and maybe rats clogging bottlenecks. Not every map gets all of those things perfectly clear but that's what I'm mostly thinking about. Maybe it's because personally I fear a lot of things more than I fear Raelin when I go into a match? I don't know.

But it's something to think about. Thank you for the feedback :up:
 
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Re: Cleon's Maps: Taking Requests

Now taking requests for map ideas to build. If you want to see a certain terrain combination, or style of map, or just a particular thing built into a map, post a comment and I'll try to build it within a few days of the post. Right now I have about 5 maps in the works, but I kind of am at a standstill with each of them so I'd like to tackle other maps while I'm in a creative slump with the others. Let me know if there's something you'd like to see. :)

(Keep it within the general realm of competitive maps....24-hex SZs, not a million glyphs, not a million sets of terrains)
 
Re: Cleon's Maps: Taking Requests

I'd like to see your take on a single MS map, either BftU or SotM.
 
Re: Cleon's Maps: Taking Requests

I'd like to see your take on a single MS map, either BftU or SotM.

I think those are the hardest to make competitive maps out of. Swarm because it only has a single LoS blocker and nearly no terrain effects and BftU because it's just too small. Those and 1SotM+1VW, 1BftU+1TJ, and 1BftU+1VW. Those 5 I think are very very difficult.

I made Crush (1SotM+1VW) but it has a lot of problems...I've made changes to it, primarily adding Wannok on the Hive side to counterbalance the Rock formation and Lava Highrises. But Zelrig still dominates it. I might switch the other glyph to the move glyph too. The one I have now is better but still in the works and when I eventually figure it out I'll get the version 2 up.

Haven't attempted any of the other 4 combos yet though. Kind of afraid to lol. But a goal I was going for was to have at least one map of every terrain combination (the ones that are within the normal competitive limits, like not RttFF x5 or something) so I'll give it a shot. :)

I'll go whip up either a 1 SotM or 1 BftU map for ya....it will almost definitely be asymmetrical. Thanks for the request, this will be fun. 8)
 
Re: Cleon's Maps: New Map 8/22/19 - Minimalist / Taking Requ

Alright @superfrog, here's my stab at a 1 BftU map:

Minimalist:

l2ngyle8jdljafo6g.jpg


Additional Pictures:

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Sets Required: 1 BftU
Glyphs: 2 random Power Glyphs, 1 random Treasure Glyph

It was a fun challenge. I think going the asymmetrical route is the way to go with 1 BftU (and maybe 1 SotM), it makes it more interesting and feels like there's more options. I guess maybe it gives more of an illusion of being less cramped. If only they included another 24-hex or a few more 7-hexes in the set....or more single hexes, or another 3-hex Rock Outcrop for LoS blocking, or anything lol. That would have been nice. It's surely the bare minimum. At least there's Shadow Tiles.

Thanks for the request. I'm working on a BftU x2 map I built about 3 years ago that I really liked but never saved, and I'm trying to recreate that one as close to the original as I can remember. But I'm stuck as I keep running out of terrain for the start zones, they're the part of the map I completely forget the details of. Also stuck on like three other maps lol. So requests are where it's at. Open to more!
 
Re: Cleon's Maps: New Map 8/27/19 - Iceberg Lettuce

New map!

Iceberg Lettuce:

5kr6g3s1w9v88mr6g.jpg


Additional Pictures:

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Sets Required: 1 RotV, 1 TT, 1 TJ
Glyphs: 2 random Power Glyphs
Snow/Ice Rules: Normal Snow, Normal Ice

Still open for requests as well.
 
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