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Island Plane Crash

Yodaking

C3G Landlord
Site Supporter
ISLAND PLANE CRASH

A C3G Competitive Map
Size: 30 x 30 inches


IslandPlaneCrashImage.png


Download the PDF File/Pocket Mod

Required Terrain Sets
Spoiler Alert!


Required Terrain Count
Spoiler Alert!


SETUP:
None.

SPECIAL RULES:
• All Objects that are trees have the Nature and Tree keywords, and all others that are plants have the Nature keyword.
• Concrete and asphalt spaces are considered to be fuselage spaces instead of concrete and asphalt spaces.
• There are no Destructible Objects on this map.

A plane carrying a valuable cargo came under attack mid flight, forced into a crash landing on a remote island. Now two teams battle to see who will leave the island with the prize.

Resources and Rulings
• See this map's wiki page for strategies!

Credits
• Legacy design: Yodaking

Updates
• N/A
 
Last edited by a moderator:
Anyone have any changes they want to suggest for this map? Here are two I am thinking about.

1. I don't know if the ruin walls really serve any purpose other than being something you have to go around to get out of the SZ. As such I'm thinking I may just remove them.

2. While the theme of this plane carrying a very special cargo was fun, I ended up just playing the map without it. As such I've edited the previous bio into a more generic bio. Not opposed to including some kind of item tokens, or maybe even a weather token (with bad weather credited for the downed plane in the blurb), but I'd prefer a lower impact item then Infinity Gems.
 
I think the ruins are helpful as some start zone protection. Ranged flyers can very quickly fire down on enemy teams still in the start zone.

Items would be nice to pull play away from the main high ground, maybe they could be placed to the sides of the cockpit? Always felt a bit like that side of the map doesn't see much use. I like the idea of weather on this map!
 
If we do a token on the map, I'm hoping we can have a non-random choice, but something that's always the same to help it play consistently. That said, I've played it without any tokens a lot and it plays fine without them, IMO. I could see an appeal to pulling things to a different area, though.
 
I would flatten the tail section and make that area a single level higher than the main body.
 
I haven’t played this map much (so take my opinion here with a grain of salt), but the tail section stood out to me too. Definitely looks cool but it seems like a really strong spot for whoever wins initiative.
 
I think I like the idea of removing the top two layers of the map (both on the tail section), which makes the highest ground on the front and back of the plane sections the same level.

I can leave the ruins in if others have found them useful. I don't think I'm going to have them destructible though.

I'll look at the weather tokens and see if any of them stand out to me as a good fit. I also think it plays fine without any tokens though.
 
Yeah that tail section is where teams focus I've found. Avengers for example love it when running Iron Man or MCU Falcon.
 
After looking at the weather hazards, I'm kind of liking what they could do for this map.

Heavy Rain (2) - could be used to bring aquatic terrain up by the cockpit, so if you have a water based ability you aren't limited to the one side of the board. Disengage could also be useful.

High Winds (2) - could be placed on the highest points of the two plain halves, preventing both sides from just flying up to those areas and make it a bit more of a battle for high ground.

Thunderstorm (1) - just kind of like theme theme included here if the other 2 are used. Stand on the plane and risk getting hit by a bolt of lightening. Placed in the middle of the map.
 
Thinking about it more, and as fun as it may be to have a bunch of weather hazards in play, I think they would either end up being ignored or discourage people from using the map. As such I think I'm just going to trim the highest two layers of the map off the tail section and propose this for Final Editing as is. No other changes and no tokens of any sort. Keep it a fairly simple to use map.
 
That's a bit disappointing IMO maybe move them somewhere like that part of the tail broke off? I get removing them for the balancing aspect but wonder if there isn't still a way to implement them for the theme aspect?

Also, I'd probably just do the buffeting winds or a rule like that token so that it kind of better sells why the plane crashed?
 
I wonder if maybe we can have both a competitive version of the map used in testing, and then a casual version of the map you can just use for fun.

I did like what I came up with for some weather hazards and think it could be a fun way to play the map. I just think it would change how the map plays quite a bit and make it not an ideal map for testing purposes. I also really enjoyed playing games on the map as it was in 1.0, and would hate to lose it as a testing option.
 
I wonder if maybe we can have both a competitive version of the map used in testing, and then a casual version of the map you can just use for fun.

I did like what I came up with for some weather hazards and think it could be a fun way to play the map. I just think it would change how the map plays quite a bit and make it not an ideal map for testing purposes. I also really enjoyed playing games on the map as it was in 1.0, and would hate to lose it as a testing option.

Maybe just make them an optional toggle.
 
Here are some updated VS files.

Tail tip trimmed off, no tokens, competitive map:

IPC2.0A - build directions (uses warehouse ruin bases)
IPC2.0B - for taking pictures (warehouse ruin bases replaced)

Then proposed 'Bad Weather' casual map:

ICP2.0C - build directions (glyphs used to show weather hazards)
ICP2.0D - for taking pictures

I used classic glyphs to represent our weather tokens. First letter of glyph correlates to the type of weather hazard.

High Winds = W = Wannok
Heavy Rain = R = Rannveig
Thunderstorm = T = Thorian

4owjs51yt7w4u1p5g.jpg


2x Heavy Rain in the grass on either side of the front of the plane. This brings aquatic terrain to the other side of the map to give any water based units some action there, while representing the pooling of water from heavy rainfall.

2x High Winds on the two highest points of the plane. Intent here is to keep flying units from just moving up to the highest available areas of the map in one move.

1x Thunderstorm right in the middle of the wings section. Moving up the wings onto the plane seems like a good idea, until bolts of lightening start crackling about. Can avoid the lightening by staying off the plane and cutting through the gap between the two broken plane sections, moving towards the tail, or heading for the cockpit section.
 
What about keeping it the standard competitive map and using the weatherized version as a scenario. Could be our first Scenario.
 
Need to get this moving. Just going to leave the use of weather hazards as an optional alternate casual map. I can spin that off into it's own thread at some point if people want it. For now, lets just get another competitive map wrapped up to create more testing options.


I propose Island Plane Crash for Final Editing.

YK - yea
Arch - yea
Japes - yea
Bats - yea
T - yea
 
Last edited:
Re: Island Plane Crash - Vote FE

yea

Don't have a ton of experience on this map but I think I may build this soon.
 
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