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Flash_19's Maps: More New Stuff

Re: Flash_19's Maps: Map Overload 2/2/2021

Holy crap. Great stuff, man! Looking forward to trying all these.

Thanks so much! I'll be excited to hear any potential thoughts or insights you might have for improvement!
 
Re: Flash_19's Maps: Map Overload 2/2/2021

Sick stuff Flash. I freakin love Unclaimed...the name, the desolate look, all the level 2 grass border, man I gotta try that one. Really digging Aeon too, that one looks so solid and has a cool tree layout.
 
Re: Flash_19's Maps: Map Overload 2/2/2021

These all look great, as usual. I have RotV terrain out, so I may grab an RttFF and try out Aeon soon.
 
Re: Flash_19's Maps: Map Overload 2/2/2021

Sick stuff Flash. I freakin love Unclaimed...the name, the desolate look, all the level 2 grass border, man I gotta try that one. Really digging Aeon too, that one looks so solid and has a cool tree layout.

These all look great, as usual. I have RotV terrain out, so I may grab an RttFF and try out Aeon soon.

Thanks guys! I appreciate you both passing that on to me. If you feel like it, I'd love to hear any thoughts if you do play on them!
 
Re: Flash_19's Maps: Map Overload 2/2/2021

I noticed on Raodor the glyph is next to a jungle bush. Just wondering your thought process on that?
 
Re: Flash_19's Maps: Map Overload 2/2/2021

I noticed on Raodor the glyph is next to a jungle bush. Just wondering your thought process on that?

Yeah - great question. It seems from my experience that glyphs on level 0 can give range even more of an advantage in terms of contesting or controlling a glyph because they'll almost always have height advantage on the glyph holder - it just feels really exposed. I think there's a balance between a glyph that can be contested and a glyph that nobody takes because the chances are they won't hold it (especially in melee vs range).

Having said that, it is worth pointing out that the glyph/jungle placement on this map might be problematic because there are only two adjacent hexes allowing melee units to contest the glyph... this may also allow the glyph to be defended easier by rats and stuff.

So, those are my thoughts. I'd love to hear your thoughts as well.
 
Re: Flash_19's Maps: Map Overload 2/2/2021

I noticed on Raodor the glyph is next to a jungle bush. Just wondering your thought process on that?

Yeah - great question. It seems from my experience that glyphs on level 0 can give range even more of an advantage in terms of contesting or controlling a glyph because they'll almost always have height advantage on the glyph holder - it just feels really exposed. I think there's a balance between a glyph that can be contested and a glyph that nobody takes because the chances are they won't hold it (especially in melee vs range).

Having said that, it is worth pointing out that the glyph/jungle placement on this map might be problematic because there are only two adjacent hexes allowing melee units to contest the glyph... this may also allow the glyph to be defended easier by rats and stuff.

So, those are my thoughts. I'd love to hear your thoughts as well.

I just played 2 RtW games on it with (wait a minute, good try...)
It (the glyph placement) felt very ranged friendly. The glyph could only be contested on level ground from 2 spaces which was fairly easy to bottleneck. You could work your way around the long way, but that felt very laborious and you were giving up height most of the time. I’m by no means a map aficionado so take that with a grain of salt. I did like the rest of the map, lots of los blockers and just enough road to make it interesting. I just felt the glyph placements definitely weren’t melee friendly, not that that’s something necessary on all maps...well maybe...;)

I’m sure I’ll get a few more games on it before moving on. I’ll let you know if my thoughts change.

I also got some games in on Aeon earlier this month.
 
Re: Flash_19's Maps: Map Overload 2/2/2021

I noticed on Raodor the glyph is next to a jungle bush. Just wondering your thought process on that?

Yeah - great question. It seems from my experience that glyphs on level 0 can give range even more of an advantage in terms of contesting or controlling a glyph because they'll almost always have height advantage on the glyph holder - it just feels really exposed. I think there's a balance between a glyph that can be contested and a glyph that nobody takes because the chances are they won't hold it (especially in melee vs range).

Having said that, it is worth pointing out that the glyph/jungle placement on this map might be problematic because there are only two adjacent hexes allowing melee units to contest the glyph... this may also allow the glyph to be defended easier by rats and stuff.

So, those are my thoughts. I'd love to hear your thoughts as well.

I just played 2 RtW games on it with (wait a minute, good try...)
It (the glyph placement) felt very ranged friendly. The glyph could only be contested on level ground from 2 spaces which was fairly easy to bottleneck. You could work your way around the long way, but that felt very laborious and you were giving up height most of the time. I’m by no means a map aficionado so take that with a grain of salt. I did like the rest of the map, lots of los blockers and just enough road to make it interesting. I just felt the glyph placements definitely weren’t melee friendly, not that that’s something necessary on all maps...well maybe...;)

I’m sure I’ll get a few more games on it before moving on. I’ll let you know if my thoughts change.

I also got some games in on Aeon earlier this month.

That's awesome feedback! Thanks so much for that. I'll work on smoothing that out.
 
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Re: Flash_19's Maps: Map Overload 2/2/2021

Wow you have a lot of new maps that are really hot. All use VW? :p
 
Re: Flash_19's Maps: Map Overload 2/2/2021

Wow you have a lot of new maps that are really hot. All use VW? :p

You got it. I hereby call these new maps, "The Lake of Fire and Brimstone". :)

EDIT: Thank you so much admins!
 
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Re: Flash_19's Maps: Map Overload 2/2/2021

Thanks guys! I appreciate you both passing that on to me. If you feel like it, I'd love to hear any thoughts if you do play on them!
Finally did manage to put a map up again, and so far Aeon has been great to play on. Really solid map, would recommend.
 
Re: Flash_19's Maps: Map Overload 2/2/2021

Thanks guys! I appreciate you both passing that on to me. If you feel like it, I'd love to hear any thoughts if you do play on them!
Finally did manage to put a map up again, and so far Aeon has been great to play on. Really solid map, would recommend.

Thanks so much for letting me know! Glad to hear you've enjoyed it. :D
 
Re: Flash_19's Maps: Map Overload 2/2/2021

I appreciate the attention to detail on the top level to add the extra space to one side to compensate for moving around different sized ruins.
 
Re: Flash_19's Maps: Map Overload 2/2/2021

These maps were designed for the ScapeCon Map Contest:

Honor
Requires 1x RotV, 1x TT, 1x FoA
5sigf1t025w9wtm6g.jpg



Desolation
Requires 2x SotM, 1x TJ
4xn9n08y7qwhcu66g.jpg
 
Re: Flash_19's Maps: Map Overload 2/2/2021

What's your snow and ice rules for Honor?

I have the same question for Mist & Shadow! :D

I designed it as regular snow and ice. Slippery ice would be particularly rough, with heavy snow being only slightly better.

Sorry I didn't include that in the build instructions! :oops:

Thanks! I always assume regular unless otherwise specified, but wanted to make sure.

It's a shame that the LAST thing most maps need is terrain that slows movement..... I wonder how many competitive/balanced maps have ever been made with heavy snow and slippery ice....
 
Re: Flash_19's Maps: Map Overload 2/2/2021

What's your snow and ice rules for Honor?

I have the same question for Mist & Shadow! :D

I designed it as regular snow and ice. Slippery ice would be particularly rough, with heavy snow being only slightly better.

Sorry I didn't include that in the build instructions! :oops:

Thanks! I always assume regular unless otherwise specified, but wanted to make sure.

It's a shame that the LAST thing most maps need is terrain that slows movement..... I wonder how many competitive/balanced maps have ever been made with heavy snow and slippery ice....

I never make an assumption as 80% of the time there are specifications somewhere either in the instructions or in a post pertaining to the map. According to my list of "competitive" maps (maps used at Gencon, Scapecon, inducted into WoS, BoV or ARV) there are:

0 maps using both heavy snow and slippery ice
3 maps using only Heavy Snow
1 map using only slippery ice Winter Holdout
12 maps using normal for both
2 maps unknown

You can find my sheet in my signature but it's not the easiest to read
 
Re: Flash_19's Maps: Map Overload 2/2/2021

Custom terrain does have a special way of making some maps "pop"
 
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