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nyys map thread - Forgotten Wellspring 10/31/22 *Index Pg 1*

Re: nyys map thread *Watch Towers 5/12/09* *critique needed*

A new version of Watch Towers i've been toying with. A little more Zelrig proof, but not completely (which I like). If I counted correctly on one side Z can hit five figures on turn one (assuming all 24 start zone hexes are filled), and only four on the other.

Wanted some comments before making the decision on whether to go with this version as opposed to the original. Keep in mind Zelrig cannot fit on the Towers, he's too big (I've tested this).

WatchTowers2-02.jpg


WatchTowers2-01.jpg
 
Re: nyys map thread *Watch Towers 5/12/09* *needs critique*

I think I like this version a bit more. My biggest concern (compared to the first one) is that double-spaced walking melee figures will have trouble getting through the middle. Correct me if I'm wrong, but I don't think a figure standing in the dead center can be attacked by, say, Krug.
 
Re: nyys map thread *Watch Towers 5/12/09* *needs critique*

Yep, you're right... I don't think I like that trade off for the melee double spacers. I think the only way to 'get it right' will be for me to play around with the physical build. I think there are some spots I can allow a double spaced figure to reach and at the same time Z will be too big to fit.
 
Re: nyys map thread *Watch Towers 5/15/09* *needs critique*

My third and most likely final version of Watch Towers. I was able to minimize the turn one Zelrig firebomb and at the same time allow all the non-huge double spacers access to all parts of the map.

By my count, big Z can only hit four hexes on turn one regardless of which start zone he gets (which I think is a very good balance between what the figure is made to do, and not cripple your opponent due to just winning initiative).

Note: Z cannot fit in the areas where there are battlements, nor in the double grass space that contains a ladder in the middle (I tested).

Thoughts?

WatchTowers3-01.jpg


WatchTowers3-02.jpg
 
Re: nyys map thread *Watch Towers 5/15/09* *needs critique*

If he can land in the water, he can hit 5, but he gives the targets height advantage, which significantly reduces the value of the attack.

I like it. Extending the battlements down another level is a clever idea. I like seeing the stairway concept leaking into more castle maps. :)
 
Re: nyys map thread *Watch Towers 5/15/09* *needs critique*

If he can land in the water, he can hit 5, but he gives the targets height advantage, which significantly reduces the value of the attack.

I like it. Extending the battlements down another level is a clever idea. I like seeing the stairway concept leaking into more castle maps. :)

Nice catch. :thumbsup: I just tested and he can fit in the water but only backwards (wing gets in the way forward), which completely takes away LOS (battlement in the way). So even though he can fit there, he can't see anything.

EDIT: Just notice the rock platform possibly being an issue (reaching 5 in one turn) but LOS is also blocked there.
 
Re: nyys map thread *Lykton Dune 5/19/09* *index pg1*

GenCon Map Contest 2009

Lykton Dune Download PDF
Requires 1 RotV, 1 TJ

lyktondune01_yTd.jpg
 
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nyys map thread *Brawl in the Park 5/20/09* *index page 1*

Brawl in the Park Download PDF
Requires 1 RotV, 1 RttFF

brawlpark01_b3V.jpg


I've been having fun staying within the limits of the GenCon contest, so I figured why not one more.
 
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Re: nyys map thread *Brawl in the Park 5/20/09* *index page

Palm trees next to some of the highest ground? :headshake:
Elevated starting zones? :headshake:

Those are things I don't like.

~NB, criticizing helpfully

 
Re: nyys map thread *Brawl in the Park 5/20/09* *index page

Palm trees next to some of the highest ground? :headshake:
Elevated starting zones? :headshake:

Those are things I don't like.

~NB, criticizing helpfully


...and both were done intentionally. No worries.

EDIT: You win Necro... :) Brawl in the Park actually kept me up last night (sad I know), start zone lowered.
 
Re: nyys map thread *Brawl in the Park 5/20/09* *index page

:lol: Sorry, didn't mean to make you change anything you thought the map needed. I'm just an aggressive player who doesn't like camping, so the opportunity to do so without ever moving a figure really bugs me.

And I see the palm trees aren't next to THE highest ground, which is a good thing. :up:
 
Re: nyys map thread *Brawl in the Park 5/20/09* *index page

:lol: Sorry, didn't mean to make you change anything you thought the map needed. I'm just an aggressive player who doesn't like camping, so the opportunity to do so without ever moving a figure really bugs me.

And I see the palm trees aren't next to THE highest ground, which is a good thing. :up:

Not at all, I love getting critique, especially when I agree with it. :thumbsup: I had two reasons for the raised start zones:

1) I had only used four 24-hex pieces in the whole map, for some reason that bugged me... lame I know.

2) The Second was the Zelrig factor (which I've argued is not that big a deal in the past, so I'm not sure what I was worried about). I figured with a raised start zone that would give the commons a fighting chance. Problem is it's not possible for a 1st turn Z-bomb on that map anyway and it hurts more than helps in this case in that many more units are helped compared to Zelrig hampered.
 
Re: nyys map thread *Brawl in the Park 5/20/09* *index page

Oh good then! I'm all about helping Zelrig. If you (general you, not nyys you) are worried about Zelrig, stop playing so many dang commons!
 
Re: nyys map thread *Viper's Paradise 06/25/09* *index page

Viper's Paradise Download PDF
Requires 1 RotV, 2 TJ
Glyph(s): Valda (move +2)

vipersparadise01_wYH.jpg


Started this one with the GenCon Map Contest footprint restriction and in the end went outside of it slightly. I've been enjoying the challenge of creating maps with little to work with of late.
 
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Re: nyys map thread *Viper's Paradise 06/25/09* *index page

This one's a beauty.
 
Re: nyys map thread *Viper's Paradise 06/25/09* *index page

Thanks, I wanted something with very dense jungle, looks even better built.

I'm in the middle of a test game now, with the help of Frenzy the Venocs tore through a mess of Knights very quickly, but have now been systematically eliminated by the 4th. Three and a half squads of 4th left (along with Gilbert and two Knights) to fend off 3x Armocs and Mittens... TBC.
 
Re: nyys map thread *Viper's Paradise 06/25/09* *index page

Finished the test game, and the Viper army crushed the Knight/4th army.

I chalk it up to the small footprint (which became even smaller when the Vipers grabbed the move glyph), and all the Jungle (not to mention a couple frenzy rolls). On more than one occasion the Vipers were rolling two defense dice, and the Armocs were just nasty when teamed with Mittens.

Though I'm still trying to figure out how the 4th were not able to kill as much since they were rolling as many as five attack dice at times.

For this game, the map played almost exactly how I envisioned it for the Vipers. Time to play that one again and then try some other combos.
 
Re: nyys map thread *Viper's Paradise 06/25/09* *index page

I do like this one, it looks like a very fun map mostly because of its wideness. I am too used to seeing to many narrow maps, but this one looks great! +rep

You must spread some Reputation around before giving it to nyys again.
 
Re: nyys map thread *Viper's Paradise 06/25/09* *index page

Was singing it the whole time I was building the map. :lol: :runaway:
 
Re: nyys map thread *Viper's Valley 07/11/09* *index page

Viper Valley Download PDF
Requires 1 RotV, 2 TJ
Glyph(s): Gerda (Defense +1)

ViperValley01.jpg


Planning at least one more so I can call it the Viper Series. Playing on maps with extremely dense jungle has been a lot of fun lately.

EDIT 10/13/09: A change was made to the map due to a problem found concerning double spaced figures. The two sand hexes that used to be to the left and right of the 'glyph hex' were moved to the right/up one hex and replaced with a water hex (the ones the sand hexes took the place of) in order to allow for two double spaced figures to become engaged in the two hexes that immediately lead out of the water (lowest land hexes). Before this change a double spaced figure could stand on these land hexes and not become engaged by another double spaced figure. This is especially bad in the case of and end game scenario where a ranged double spacer (like Q9) is on those spaces and all the other side has is a melee double spaced figure remaining (like Charos).
 
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Re: nyys map thread *Viper Valley 07/11/09* *index page 1*

nyys, just played a few games on Viper Valley, and it was awesome! It shows all the signs of a very thoroughly thought-out map.
 
Re: nyys map thread *Viper Valley 07/11/09* *index page 1*

I'll have to try that next time I get the chance. I prefer split stat zones when possible, Its one of the few lesser explored areas of the game I feel.

So if you plan it right Your snakes can have a 3 defense huh, Nice :)
 
Re: nyys map thread *Viper Valley 07/11/09* *index page 1*

nyys, just played a few games on Viper Valley, and it was awesome! It shows all the signs of a very thoroughly thought-out map.

Thanks Nadom, glad you enjoyed it.

So if you plan it right Your snakes can have a 3 defense huh, Nice :)

Yep, With both of the Viper maps I've made thus far I built them with the idea in mind of entering 'their territory'... figured they should have a natural advantage. :)
 
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