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Ninja's Maps- Through The Godswood 2.0 8/13/14

Ninja Status

...Something unique
Hello :wave:

I have been inspired by map makers such as Typhon2222, Robber, Dignan and Superfrog and have decided to make my own maps. I have plenty of maps made already it's just a matter of creating the instructions and uploading them to Heroscapers. Until they're all uploaded however I have one here for you all to enjoy. Comments are encouraged and if you have any thoughts and or ideas I'm glad to hear them :).

Map: A Sinking Feeling...
Date Added: 11/16/13
Requirements: 1 RotV, 1 FotA
SinkingFeeling_zps400ed49e.jpg


Map: Nyissan Swamp
Date Added: 6/23/14
Requirements: 1 RotV, 1 TJ, 2 RttFF (road only)
Untitled-1_zps5157d472.png


Map: Iron Forest 2.0
Date Added: 6/24/14
Requirements: 1 RotV, 1 FotA, 1 RttFF (road only)
IronForestPhoto_zps37565c43copy_zps01875b27.png


Map: A Night's Watch
Date Added: 7/9/14
Requirements: 1 RotV, 1 TT, 1 RttFF
ANightsWatch-CoverPhoto_zps8d6a4e19copy_zps89edfa41.png


Map: Through the Godswood
Date Added: 7/17/14
Requirements: 1 RotV, 1 RttFF
ThroughTheGodswood-CoverPhoto_zps6a0a47bb.jpg
 
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Re: Ninja's Maps- NEW 11/16

Very cool! I like the use of road through the water. I would love to see more.

EDIT: Would +rep but it seems I haven't spread enough around recently.
 
Re: Ninja's Maps- NEW 11/16

If I'm playing on this map, and my opponent doesn't have any range, I'm never going to leave my startzone. I'm just going to hole up on the little plateau. And there isn't much incentive to go to the middle. Sure there's a road, but it doesn't go anywhere important. If I want to rush through the middle my opponent can just sit on height and wait.
 
Re: Ninja's Maps- NEW 11/16

Good point. Just add some glyphs in the middle and/or on the edges(behind the ruins). This looks like a cool map for a bunch of Treasure Glyphs. :)
 
Re: Ninja's Maps- NEW 11/16

Thanks for the help everyone. This map was mainly meant for quick n' bloody battles with 440 point armies. I did create it when the RoV (Raids of Valhalla) was still open and was planning on submitting it then but never had the time. So that might be whats throwing people off. I'll add some glyphs when I have the time. Hopefully my next map will be up soon :).
 
Re: Ninja's Maps- NEW 11/16

Hello :wave:

I have been inspired by map makers such as Typhon2222, Robber, Dignan and Superfrog and have decided to make my own maps.

Well I'm glad to see that you enjoy my maps, but I don't think I deserve to be mentioned in the same breath as Typhon or Dignan (and probably not Robber either). Perhaps I should work on a couple more...

As far as this map, I would make the start zone be level 1. No point in making higher than the area right outside the start zone.

I'd probably also add a glyph to the outside somewhere (I like Tornado's idea of treasure glyphs).

Nice look to the map, though. Very impressive. It does, however, lead to a bit of clogging in the middle. A few rats combined with the water could make that really hard to navigate.
 
Re: Ninja's Maps- NEW 11/16

I'm whipping up a 2.0 map for that at the moment. It should be up sometime tomorrow. Hopefully it will include all of your suggestions :)
 
Re: Ninja's Maps- NEW 4/10/14

:bump: Sorry for not posting in a while. I've begun to make more maps and will be posting them regularly. Here's a new one, enjoy!

Name: Iron Forest
Date Added: 4/10/14
Requirements: 1 RotV, 1 FotA, 1 RttFF (road only)
IronForest_zpsda1c6be4copy_zps26164718.jpg
 
Re: Ninja's Maps- NEW 4/10/14

:bump: Sorry for not posting in a while. I've begun to make more maps and will be posting them regularly. Here's a new one, enjoy!

Name: Iron Forest
Date Added: 4/10/14
Requirements: 1 RotV, 1 FotA, 1 RttFF (road only)
IronForest_zpsda1c6be4copy_zps26164718.jpg
The picture here and in the PDF is really too small to tell if it would be fun. Can you make it bigger?
 
Re: Ninja's Maps- NEW 4/10/14

Just built A Sinking Feeling... and the directions don't match the picture in the .pdf. I'll make a new .hsc file later matching it. I also moved some tiles around to make both sides match (color wise) and lowered the SZs to level 1 and made them fit 24 figures.

The map looks great though! Of course, I have a repainted gold castle w/ the battlements being purple so that always adds flare to any castle map for me. :razz:
 
Re: Ninja's Maps- NEW 4/10/14

Finally got time to VS A Sinking Feeling...

.pdf

I also playtested a game of HoSS on it. It was Tusken Raiders x7 + ________ #1 + Greedo + R2 = 510pts vs. ________ #2 + Imperial Officer + Death Star Troopers + Stormtroopers x3 = 515pts and the game was one by 10 Stormtroopers and the 3 DSTs (but I forgot to added in 2 more squads of Raiders :lol:).

The map played well, and all points were used. At one point, ________ #1 picked up one of the T-Glyphs, and the Tuskens revealed both regular glyphs. The middle was used to get to the "lone Rock" space on level 2 by the SZ.
 
Re: Ninja's Maps- NEW 4/10/14

I'm glad to hear you like the map, heroscaper2010. Also, thanks for making another .hsc file. This one looks more balanced then the first :)
 
Re: Ninja's Maps- NEW 4/10/14

I'm glad to hear you like the map, heroscaper2010. Also, thanks for making another .hsc file. This one looks more balanced then the first :)

No problemo! And I just noticed I forgot the SZs. They're are all of the rock that you see first and then the same hexes (only grass) on the other side. I'll update it when I can.
 
Re: Ninja's Maps- NEW 4/10/14

Here's my newest map. Enjoy!

Map: Nyissan Swamp
Date Added: 6/23/14
Requirements: 1 RotV, 1 TJ, 2 RttFF (road only)
Untitled-1_zps5157d472.png

Looks pretty nice, I may have to try it out sometime, probably in the next couple weeks here, as I've always had a personal weakness for RotV 'swamp' type maps, and this one looks pretty well done. I haven't played on it of course, but there are a couple things that catch my eye. First one is that the bushes are close to the best height on the map, which could be problematic if facing Raelin/Q9/ rats, making a very easy perch to defend, especially against range. An 11 defense Q9 (Raelin, height, bush) isn't going anywhere, especially with a screen. One potential fix for this may be shifting the 24-hex rock tile a space (maybe two?) closer to the right side of the start zone, and rearranging the best height to be more in the open, and the bushes closer to the bottom. Also, if you could in any way incorporate it, I always like to see a single-hex peak (could be just me, though), so that those big, nasty x2 spacers can't have an ensured high place to camp.

Also, the height seems to be a little his/hers, and the glyphs are closer to that height (1 move closer walking, 2 move closer flying) pretty much removing almost all incentive to ever chose the right path. Perhaps moving the glyph 2, maybe 3 spaces closer to the right side of the SZ would help?

I do really like the pathing, how the map offers several different routes through the middle and along the sides, and the unevenness of parts of it looks fun. However, I'm not really digging the higher hexes of road near the left side of the SZ, but it really isn't that big of a problem. I do like that the road meanders and falls and rises some though, makes things more interesting and adds some more need for strategic consideration.

Have you considered adding some T-glyphs to the middle? That might add some more attraction there, or if you wanted to make a single-hex peak or two somewhere in there, equal or perhaps higher than the height on the flanks (but not next to the jungle pieces!) I think it would make it much more attractive. Otherwise, there isn't any pressing reason to go there, if the best height isn't there or glyphs, other than crossing over.

Again, this is just my opinion from eye-balling it. Sorry if that was long-winded or annoying, once I get going I keep thinking of more to add :lol:. I guess it's because I've been away from making (struggling with) smaller competitive maps for quite some time, ever since I got my 2nd RotV and 3rd RttFF... I feel like I'm rambling now :zombiesmile:. That's all I've got for tonight (it's almost 11...), but I'll give you more feedback once I get a chance to play on it. Probably with some pictures too, because I like to do that sort of thing... lol.

P.S.- Possibility of more lower-level sand in the middle, or to the right of the SZ? Just an aesthetic thing, not even sure it would look good, but you could always give it a shot, try it out. That one sand 7-hexer sticks out like a sore thumb without any other sand scattered around, at least to me it does in the VS picture... could be different when built for real, always ends up that way.
 
Re: Ninja's Maps- Nyissan Swamp 6/23/14

I started building it tonight, but ran into a minor hiccup. It seems you have 17 single-hex road tiles in the build, while 2 RttFF is only 16. No worries though, it's an easy fix with some of the leftover tiles.
 
Re: Ninja's Maps- Nyissan Swamp 6/23/14

I started building it tonight, but ran into a minor hiccup. It seems you have 17 single-hex road tiles in the build, while 2 RttFF is only 16. No worries though, it's an easy fix with some of the leftover tiles.

Thanks for reporting the problem, Black_Charos. I fixed that in the 2.0 version I'm in the process of making, I figured lowering the terrain use would be a good idea :).
 
Re: Ninja's Maps- Nyissan Swamp 6/23/14

I started building it tonight, but ran into a minor hiccup. It seems you have 17 single-hex road tiles in the build, while 2 RttFF is only 16. No worries though, it's an easy fix with some of the leftover tiles.

Thanks for reporting the problem, Black_Charos. I fixed that in the 2.0 version I'm in the process of making, I figured lowering the terrain use would be a good idea :).
Hmm, I might have to wait until you put that out... any chance you'll be done by tomorrow afternoon? That's when we were planning on playing.
 
Re: Ninja's Maps- Nyissan Swamp 6/23/14

I started building it tonight, but ran into a minor hiccup. It seems you have 17 single-hex road tiles in the build, while 2 RttFF is only 16. No worries though, it's an easy fix with some of the leftover tiles.

Thanks for reporting the problem, Black_Charos. I fixed that in the 2.0 version I'm in the process of making, I figured lowering the terrain use would be a good idea :).
Hmm, I might have to wait until you put that out... any chance you'll be done by tomorrow afternoon? That's when we were planning on playing.

Unfortunately, no. I'm on vacation at the moment and do not have access to my PC (which holds my VS files). I could maybe have it to you by sometime next week :shrug:.
 
Re: Ninja's Maps- Nyissan Swamp 6/23/14

I am still in the process of creating a 2.0 version of Nyissan Swamp. Until then however I have a new map, enjoy!

Map: A Night's Watch
Date Added: 7/9/14
Requirements: 1 RotV, 1 TT, 1 RttFF
ANightsWatch-CoverPhoto_zps8d6a4e19copy_zps89edfa41.png
 
Re: Ninja's Maps- A Night's Watch 7/9/14

Nice. It looks a little open across the middle, but otherwise a very well-made map.
 
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