Flash_19
Frank Lloyd Wright of Scape
Welcome to the
ARV REPOSITORY THREAD
This thread is where we add maps that have been playtested by the judges and deemed as being well-designed and balanced for general use.
Triple-Play Frenzy
The Cirdan Garden by Leaf_It
Requires 1x RotV, 2x TJ, 2x RttFF
Reviews:
Spoiler Alert!
BiggaBullfrog's Review:
The Cirdan Garden
This map is a great example of what you generally want out of a multiplayer map: cool looks/theme, lots of options, and no benefit over either your right or left opponent. This is another garden map, which I’m cool with, and it makes for a cool thematic experience when fighting your opponents in the general frenzy of multiplayer games.
Probably the biggest strength of the map is the multitude of options when playing on it. You can perform just about any kind of strategy that you want on it. The road will lead you straight to your opponent if you desire an aggressive play, or you can take it slow and defensive, utilizing the jungle pieces to climb to the high ground on top in a long-term strategy. It’s open enough that going for one opponent doesn’t shut you off to retreat/redirection, and if one player gets stronger the other players can easily turn on them without being bogged down in previous developments. The high ground in the middle of the map is very attractive and the strongest point of the map, but it’s also limited and the road will allow enemies to cut off reinforcements.
The fact that each player is always relevant while playing on this map is also big. It’s impossible for one player to sit back while the other two duke it out without giving up long game position, since the only “safe” place is right in the start zone. You need to be moving to keep your position, which makes for interactive and dynamic gameplay between players.
I will say I hate the start zones. It would be a huge benefit to this map if they were more easily defined without needing a picture/instructions, and even with a picture it’s a bit of a challenge to figure out where exactly they are. However, that’s not a disqualifying feature by itself.
I vote to The Cirdan Garden.
I really like the map. The three 2-hex spots with height was enough of a draw to the middle. Access on the road with coverage was decent to attack ranged units. Yes, it would be nice if the start zone was clearly defined, but this was easy to deal with. Cirdan Garden is a nice looking map on the table. I confidently vote
Really like this one. I see no issues with it. It's simple, development is clean. Everyone can get engaged fairly quickly (and road helps a ton with that). I only wish there were some stronger pulls for conflict in the middle...or anywhere really on this map (notice no glyphs). Even still I'm an
The Cursed Stone Table by Br1an
Requires 1x RotV, 2x FoA, 2x RttFF
Reviews:
Spoiler Alert!
Flash_19's Review:
The Cursed Stone Table by Br1an
This map was my favorite of all the three player maps that were submitted. It’s a very well-designed map overall, and is a lot of fun to play on.
Game play felt very balanced on this map. It didn’t feel like any specific units had a distinct advantage (unless you count Zelrig fire bombing start zones – but he loves 3+ player maps in general because the start zones are usually closer together than typical 1v1 maps). In addition to the map’s balance, I love the crisp and clear start zones (it is so nice to play on maps with intuitive or easily distinguishable start zones), the map is beautiful on the table, and I really like the use of line of sight blockers.
Usually glyphs on height make a map unbalanced, but in this circumstance, I think it works. The use of Wannok and height in the middle helps drive conflict to the middle instead of limiting skirmishes to the outer edges of the map. Certainly, the giant walls help bring conflict to the middle as well.
There is one main thing that I would love to see tweaked, but I don’t think that change is necessary in order to make the map balanced enough for more competitve play. Movement flowed well across most of the map, though sometimes it felt a little clunky to move out of certain parts of the start zone. The left side especially is a bit difficult to get out of, (especially if Thorgrim can’t roll enough skulls to kill one measly Marro Drone) and that difficulty is only exacerbated when using double based figures. I think it might be nice if a double based figure could get onto the road easier. Thankfully the right side is easy to develop through with the help of road tiles.
I vote to induct The Cursed Stone Table.
Easily one of the - if not THE - favorite of mine of the all the submissions. It's a strong map with an abundance of road that doesn't give any sort of advantage to very many unit types. Wannock is a beautiful motivator for some carnage in the middle, and the road just really springboards everything. Very fun map here.
We got in a few games on The Cursed Stone Table. In my opinion, this map is well-balanced and fun for a multi-player map given the terrain restrictions. I would easily set this one up again at future events. I vote
Last edited: