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Gomolka's Map Thread - Crazy Awesome 2v2 Map - 12/9/08

Gomolka

New member
Here is my first VirtualScape creation. It is very simple and only requires 1 RotV and 1 RttFF. Being my first map, I just wanted it to be fairly simple and only require a master set and a single terrain set so that it would be available for a wider population to use and build.

I play tested this out with my friends multiple times and it plays out great! There is always a battle to claim the high ground in the middle, and we found out that it actually works quite well with melee characters if you use them correctly.

Criticism is gladly accepted, and tell me anything you think I should do to make it better. Improvement is my top priority.

Here are a few pictures of my map as well as a PDF file. Hope you enjoy it!

Fight for the High Ground!

Requires: 1 Rotv, 1 RttFF

GG_2-1.JPG


GG_2-2.JPG


Fight for the High Ground PDF File

Here is my second VirtualScape creation: Where the Roads Meet.

I haven't actually playtested this exact map, but I have played maps very similar to it and have liked how they played out.

It is somewhat decent for melee figures because they can travel along the road while having some coverage from the trees. You can also travel underneath the mini-bridge with small figures, and you have an alternate path to the enemy side if you do not wish to cross the bridge.

Here are a few pictures as well as a PDF File:

Where the Roads Meet

Requires: 1 Rotv, 2 RttFF

GG_3-1.JPG


GG_3-2.JPG


GG_3-3%7E0.JPG


Where The Roads Meet PDF File

Again, I gladly accept constructive criticism. I am always looking to improve any maps I make and hopefully make one well enough to be considered for BoV.

Thanks for all the feedback everyone!

~Gomolka

*Edit* Water tiles have been fixed to single stacked, rather than double stacked.
 
STAROCEAN980 said:
It looks good! :)

But, I think you used double stacked tiles by accident.

I've been fiddling around with VS for the 1st time too lately and was making this mistake as well. Click water tile 1 not 2 and you won't get the double stack... unless of course that was on purpose.
 
I'm not sure those bridge walls will fit there on Where the Roads Meet. Your best bet is to at LEAST build them with your terrain to make sure all the pieces fit. I admit I've skipped actually building them myself from time to time, but be sure you know what can go where. :wink:
 
Soul Shackle said:
I'm not sure those bridge walls will fit there on Where the Roads Meet. Your best bet is to at LEAST build them with your terrain to make sure all the pieces fit. I admit I've skipped actually building them myself from time to time, but be sure you know what can go where. :wink:

Thanks. I fixed this. Also, sorry about uploading my maps so many times in the downloads section. I am sort of new to this, and I need to learn to make things how I want them in the end before I upload them and then decide to change.
 
nyys said:
STAROCEAN980 said:
It looks good! :)

But, I think you used double stacked tiles by accident.

I've been fiddling around with VS for the 1st time too lately and was making this mistake as well. Click water tile 1 not 2 and you won't get the double stack... unless of course that was on purpose.

Thanks! That was the mistake I made on Fight for the High Ground, but I know now to fix it.
 
Somewhat bumping, but at the same time wanted to mention that I fixed the water spaces in Fight for the High Ground, and fixed it so that it doesn't come up as requiring 2 RotV because I used the wrong hex at the wrong place.
 
Gomolka said:
Somewhat bumping, but at the same time wanted to mention that I fixed the water spaces in Fight for the High Ground, and fixed it so that it doesn't come up as requiring 2 RotV because I used the wrong hex at the wrong place.
Good job. :)
Don't worry too much about it, I've made the same mistake before too.
 
My third VS Creation

Conflict in the Woods

This map requires 1 RotV and 2 RttFF.
It is completely symmetrical (besides the ruins, of course), and provides decent coverage for figures traveling along the road.

Glyphs are on both sides. I made them off to the sides so that they wouldn't be in range of eachother. I decided not to choose specific glyphs, and let whoever builds it decide.

Tell me what you think about it, and how I can improve it in any way.

GG_4-1.JPG


GG_4-2.JPG


Conflict in the Woods PDF
 
Two complaints: only one non-water space connecting starting zones to the rest of the map; glyphs on some of the highest ground. Other than that it looks pretty good.
 
I like the fact that there is only one non-water space connecting starting zone to map. It takes more strategy or Vipers. I may use this in my next tourney. Looks like a good map.
 
Thanks for the feedback! I can see how the glyph on high ground may be a problem, so I plan on fixing this later.

Another solution: no glphs!
 
About conflict in the woods:

The glyphs are adjacent to road though, which might make them harder to hold against certain kinds of units. Deathreavers up there would be a pain. One nice thing about high glyphs is that it's harder to get to them right away, especially with the water around the starting zone. At first I was worried about Krug getting stuck on the bridge, but he can ford the river fairly easily.

Or... you could put the glyphs over three spaces, still adjacent to the highest spot, but much lower, and across the center line. That seems much more open, and makes both glyphs equally accessible to both players.
 
New positioning for the Glyphs!

Tell me which one you like more:

GG_4-1.JPG


or

GG_4-2.JPG


I'm trying to have more of an influence from you, the Heroscapers population, in order for you guys to be more satisfied with the map.

Hopefully I can make a map that fits the requirements and standards to be nominated to the BoV !
 
Both options put the glyphs too close to a starting zone. In other words, one side can control a glyph more easily than the other. If it happened that the glyph of my side is the attack glyph, I would be happy. If the attack glyph were on my opponent side, I would be very mad at the map creator :) .

You do not always have to have glyphs on your map, though. Quite a few people prefer not playing with glyph at all.
 
LongHeroscaper said:
Both options put the glyphs too close to a starting zone. In other words, one side can control a glyph more easily than the other. If it happened that the glyph of my side is the attack glyph, I would be happy. If the attack glyph were on my opponent side, I would be very mad at the map creator :) .

You do not always have to have glyphs on your map, though. Quite a few people prefer not playing with glyph at all.

I mentioned this in an earlier post, and I still have mixed feelings about whether or not I want there to be glyphs on the map. However, IF I choose to put glyphs on the map, where is the best position for them to be.

If you choose to not play with glyphs, simply take the glyphs off the map ^.^ !
 
Ugly-Caco said:
That woods map looks great. Have you play tested that one?

Nope. I only have 1 RttFF. I was hoping someone else could play test it out and tell me how they like it. =D
 
With the first one, a Venoc with Mittens enhancement can easily make it to the glyph on turn 1. The second one, its much better. Can't get to them in one turn.
 
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