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Fast Lane - a competitive C3G map

It should definitely be raised somehow to be more accommodating for figs. Just my outsider opinion.

I did try raising the bridge one more level, but those column positions in their original configuration are very obstructing for placing figures in and out. My proposed column configuration provides more space. If you did add a Marvel set to the build requirements, you could add to the bridge height by doing some double-high stacking (making the climb up a level 3 move instead of 2). Almost all of the road pieces were used in the construction.

Edit: Moving the 7-hex pieces back a bit and allowing more room under the bridge might be an option as well. Since the center of the bridge uses the 5-hex bridge pieces, you do have room that still keeps the bridge stable.
 
The original build actually had one more level, giving more space under the bridge, but it was requested that a level be removed to make the map easier to build.

Let me play around w/ the file a bit tomorrow. I think I can make the alternate column configuration work but I don't remember how many tiles were left over from removing the one level. I'd like to avoid adding more sets as the build requirements are already quite hefty.
 
Quick note to let you know that I am aware of the time bomb glyphs on the bridge, which I didn't set up on the map. I'll place them on the next build.
 
I played around with this map, and I want to know what you think.

I added an extra level as shown here. I completely removed the columns, giving me extra tiles:

Spoiler Alert!


And here is how I did it, beginning with Level 6 (note, not all hexes circled, but only main ones that I changed)

Spoiler Alert!


More room under the bridge, but the bridge does feel a tad springy. Seems stable, though.

Edit: And I forgot the bomb glyphs!!! I'll put them on now, but I won't add any pics.

Another Edit: I tightened the bridge a bit by pressing down on the wall pieces to secure the road pieces better, then fitted the bridge onto the hexes on both sides better. I had loosened the bridge a bit by taking it off and putting it back on previously, so this tightening helped. The bridge feels a lot more secure and less springy now, so I like the way this is set up.
 
Ok, new version up. I had a bit of trouble translating exactly what you had done to VS so I did a bit of improvising. This adds the layer at I believe the same location you recommended but also rearranges some stuff farther down to get back a few extra tiles. The columns are also gone and those tiles have been reincorporated in other places. It's a small update in terms of the overall playing surface but it involves moving probably around 50 tiles so it's a fairly significant rewrite underneath.
 
Well, I'm beginning a new battle story in the Marvel Discussions forum, so I kinda need to keep this map set up the way I changed it.

I've got to go to work in a minute, but let me briefly tell you what I did. Your new version may have freed tiles for the extra level, but you still keep those 7-hex pieces with only a one space gap. That leaves only 1 hex wide to pass through under the bridge. A figure can stand on the middle glyph, and completely block passage unless knocked back (using knockback rules) or destroyed.

My method was able to free tiles, but I also now have a 3-hex wide path under the bridge. First, I removed the columns, freeing several 1-hex pieces. Then, on Level 6, I removed the 3-hex pieces (freeing them), moved the 7-hex pieces back to allow a wider path under the bridge, and moved the other pieces. Level 7 moves the 7-hex pieces back in similar fashion. Now I can use the freed pieces to add Level 8 (the photo above should show that), then topped with the bridge on Level 9.

I hope you still have the original version of the VS file and will try that to get a better idea of what I'm talking about.
 
If you moved the 7 hexers back, that's why the bridge feels springy. You won't have the ends of the 5 space bridge pieces supported on both ends, and are relying on friction to keep them in place. That works for you because you have tight fitting road pieces, but if your road pieces are heavily used and have more give, then the entire bridge will collapse if you put any weight on it.

I'm not clear on why the one-hex gap prevents figures from crossing under the bridge. It appears that there would only be two spaces where that might become an issue. Standing on the middle hex does not prevent a figure from traversing through the hex to either side, so I don't get what you're saying. I also moved up the level at which the one-hex gap begins, which should grant extra clearance to figures on those two hexes. It's now more similar to the original configuration, and I had no problems putting medium-sized figures under the bridge.

How tall are the figures that you're trying to fit under there? I don't care if tall figures can't fit under there - that's part of the design. Figures about the size of Batman should be fine. That's what I'm going for.
 
The wall pieces actually secure the 5-hex bridge pieces to the 2-hex road pieces on both ends, so it keeps the entire bridge structure secure for me. I agree that someone with looser pieces should try to construct it to see if it would collapse. Even in its springy state, the build was secure for me. You don't have to build the entire map to test this. Just have a person other than myself build just the bridge structure and set it on some supports. My photo above shows where the supports are located. Actually, the 5 hex pieces are supported on one end in my build. Looking at my photo, I see that there are only 4 hexes on the sides and 3 hexes in the middle that don't have any supports.

Having a figure standing on the glyph under the bridge does allow friendly figures to pass through, but doesn't allow enemy figures to pass around. I guess that was what I was getting at.

Since I don't rebase my figures, I don't expect all of my figures to fit. But I played a practice battle last night, and I had Hawkgirl, Hawkman, Thor, and Hulk battling under and over the bridge. Everything fit.

Those are simply my own observations, and feedback from others would be useful.
 
I'd better add that I plan to remove the bridge in my upcoming story, but I had the bridge in place during my practice battles. I didn't use any of the glyphs in my practice runs. Most of the battle took place on the flank, with some battles moving to the top of the bridge and underneath. This may change with different figures, but I thought you might be interested it that.
 
As Columbo would say, "Just one more thing..."

To clarify tone, because tone can be hazardous in a forum setting, I hope I don't come across as argumentative. I'm trying to clarify items where I perceive my points were misunderstood.

If you don't have the original format, or you would like to see the VS file with the changes I mentioned, I can send it via email if you wish to PM your email. (I don't think I can attach files in PM).

Seacrest out! :)
 
If you don't have the original format, or you would like to see the VS file with the changes I mentioned, I can send it via email if you wish to PM your email. (I don't think I can attach files in PM).

Seacrest out! :)

You are a Site Supporter so you could just upload it here. Then all of us could take a look at it.

P.S. I really like what you currently have up, mad_wookiee!
 
First time uploading. Let's see if this works:

Edit: quozl's file is the same as mine, but with added support. So I don't see the need to keep my file in the system any longer.

I couldn't find the Time Bomb glyph symbols for the top of the bridge, so I couldn't include those.
 
Worked great. I see that you only have the bridge supported by one end. I moved some pieces to support it at both ends.

Virtualscape file here: http://www.heroscapers.com/community/downloads.php?do=file&id=2749

Want to check the stability of it in real life?

I checked it out, and your changes are stable. Just to do a bit of a "torture test," I tried it with the bridge shortened to 5 hexes long/3 hexes wide, and it fitted better on your setting than mine (not surprising, since I didn't support one hex on either end).
 
Was this ever finalized? I don't recall seeing it in the competitive map library.
 
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