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Leaf_It's Maps, and Scenarios

I have updated the map. The image in the original post for the map has been updated to reflect the changes.

At first glance I like it overall, but has a few things that make it more of a "fun" map than a competitive one...at least right now. A couple things I noticed right off the bat:

1. While the height on the edge is meant to be higher than the bridge to keep the bridge from being too strong, it ends up making a "your hill, my hill" scenario which will inevitable end up in some very un-fun games with Range vs melee or range vs range. It's significantly easier to go to your right and capture your side hill and just stay there waiting for your opponent to approach.
So I talked to you about this privately, but for everyone else, the hills are actually lower than the bridge, with the exception of the highest single snow hex on each hill, which is the same height as the bridge. Additionally, thanks to the road, and the Very Slippery Ice, both players can reach the highest points of either hill, at almost the same time. The closer player can get to the tallest hex in 12 movement spaces, and the farther player can engage the tallest hex in 13 movement spaces. It should be noted that the farther player will get the road bonus to help get there, and the closer player won't if they take the fastest route. The closer player has the advantage just because their other forces are closer, but if the farther player can win the initial engagement, they will have the height advantage.

It's probably worth noting that you can reach the other player's start zone in 12 move thanks to Very Slippery Ice, so you could go rampage in there and ignore height if you wanted to.
2. No glyphs. This hurts this map because it makes the camping positions on the hills even stronger. Strong glyphs on this map might help balance it because someone assaulting the hill will need it (maybe a +2 move or +1 defense).
I believe that it was mostly balanced without glyphs before, but the glyphs incentivize the Ice passageways more, which I think is a good thing. Players can reach the farther glyph in 9 movement spaces, and the closer in 8 movement spaces, which translates to 2 turns for each glyph unless you have 4 move figures, in which case the farther glyph is 3 turns away.
3. The Bridge walls are "illegally" build. According to the rule book, all edges of a bridge wall need to be connected, and you've got one edge overhanging.
This is the same as Walls needing a cap. It doesn't break anything like not giving room for the hive would. It's placed the way it is so that the bridge is more stable (because it's longer than the 5 hexes that the long bridge piece is made of) and if you don't do it that way, the trees next to it won't fit. Or to put it more simply, the only people who should care about this, are the same people that wouldn't play with walls that don't have a cap.
 
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Two more attempts to make competitive maps with just a single Dungeon set.
They aren't really competitively viable, because they are just too small, but I think this is about as close as you can get without using any other sets.
Cramped Cave
cramped%20cave_B3k.png

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Crumbling Cave
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Cave Near Marshland Cove
cave%20near%20marshland%20cove_54n.png

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Charred Dungeon
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Frozen Throne
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I have been really fascinated by what can be made within the limitation of a single Dungeon Master set. With the terrain expansions, I have been able to increase the size of the maps significantly, so these ones might actually be tournament viable. I'm still working on a Road, and Castle Dungeon map. I hope others can find these maps as much fun to play on, as I have had making them.

EDIT: And my first just 1 BftU Dungeon master set map Dungeon Stalagmites has been updated. After making all of these, I found it's layout uninteresting, and I made some relatively minor changes to make it potentially more enjoy able to play on.
 
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Love what you're doing with these 1BftU and 1BftU + Expansion. Really hard to make maps like that, but you're doing a good job. I think these maps - for the most part - are more "fun" maps (just because of how clogged they'd be for tournaments), but Crisp Winter Cave is actually my favorite and that looks open enough to be a strong tournament map. I'd say the same about Charred Dungeon because lava really helps free things up...but I think you'll need to remove those single molten lava's on the edge. Those really allow very little movement on the edges where people will try to skirt around.
 
When you get a chance @Leaf_It would you mind updating the OP with all of your maps? It'll make it a lot easier to reference. I'm also looking forward to the changes we made on some of your maps we playtested when you were here...would love to see those versions up some time.
 
I've got a few maps I've been meaning to post. The update to that map is one of them. I've been a bit busy this last week or two, but I'll try to get them uploaded tomorrow after work.
 
Introducing 2 reworked maps:

Cave Near Marshland Cove
cave%20near%20marshland%20cove1.1_xTX.png

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Charred Dungeon
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And 3 NEW 1 Underdark master set maps:​

Crossroad at Dark
crossroad%20at%20dark_5WV.png

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Crevice Road
crevice%20road_MmQ.png

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Crumbling Dungeon
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But don't worry, but strange obsession with the Underdark Master set isn't over yet. I still need to make a Rise of the Valkyrie, Marvel, and Swamp maps using it.
 
I like the idea behind Tree Sap Road...speed vs cover and height...not sure I'd do well on it personally but that's cause I'd try both at the same time.

Frosty Lake looks good too but I'll probably try out Treesapped first.
 
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I like the idea behind Tree Sap Road...speed vs cover and height...not sure I'd do well on it personally but that's cause I'd try both at the same time.

Frosty Lake looks good too but I'll probably try out Treesapped first.
Glad to hear that you like them. Let me know how they feel after playing a game on them.
 
So impressed with your ability to stretch the 2 Marvel sets. I really like these last 3 maps you've created with them!
 
Thank you. I think all those 1 BftU maps I made prepared me for stretching terrain to it's limits.
 
I don't have a second building or I build that one.

We (my sons and I) tried Tree Sap Road a few weeks ago and had a blast with a Gruts vs Robots vs Samurai 500 point round robin. It was a blast. I meant to get on this thread sooner but old age doesn't come alone.

Your maps are awesome.
 
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I don't have a second building or I build that one.

We (my sons and I) tried Tree Sap Road a few weeks ago and had a blast with a Gruts vs Robots vs Samurai 500 point round robin. It was a blast. I meant to get on this thread sooner but old age doesn't come alone.

Your maps are awesome.
Thank you. I'm glad you enjoyed it.
 
Stopped in to see some scenarios. False advertisement, huh? ;)

I'd like to give 25 Years Later a shot- dig the "post apocalyptic" vibes.
 
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