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Sheep's Map Thread - New Map - 11/26/23

Sheep

was heroscaper2010. Now Beep, Beep, I'm a Sheep
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FEATURED MAP
hawthorne's%20edge_3S7.png

Requires: 1 RotV, 1 FotA, and 1 RttFF
.PDF Download

Rise of the Valkyrie Base:
Spoiler Alert!
Swarm of the Marro Base:
Spoiler Alert!
Battle for the Underdark Base:
Spoiler Alert!
Marvel The Conflict Begins Base*:
Spoiler Alert!
*MtCB x2 is considered a MtCB Base. MtCB x1 is considered an expansion.

Start an online game with any of my maps at heroscape.org/ohs
 
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Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Actually it has 3 Castle sets of Ladders. ( 58 )
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Considering that few sets were used, well done! Very well done!
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

1024.jpg

I especially like the giant fridge, located on the highest battlement. What a great, thoughtful way to allow those poor saps on guard duty to enjoy a cold beverage!


Well done!
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Thanks everyone so far for the positive feedback!!!!
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Wow... A Helm's Deep map I actually have the terrain to make... Great job!
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Did you take note that it uses 3 sets of castle ladders?

Also, I'm trying to get this .pdf'ed but if you want to raw VS File I'll send you it.
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Sorry for the double post, but I have change some of the map (still same requirements), but I have taken out all the ruins in the front, and where there is an opening on the western side of the castle where the river runs through I have added a two-hex ruin (from RotV) in there. It is to sybolize where the Berzerker blows up the wall. Sadly though the top is not removable as it is part of a 7- or 9-hex from the FotA. Once I have the chance I will build the map again and take some new pictures.
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

Helm's Deep VS File

Follow the link and find the file, you will you won't.

Updated OP

Sorry but I could not get this pdf'ed so it is the raw VS file.
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

7def85474336c5c9ff6557b89f003a454644902eab5f70da5f709973916dad6e6g.jpg


So, I though "Hall of Fiends" was really cool. The height on the back end is a neat pull (so you probably don't need a t-glyph on that hex specifically), but you might be able to maximize the LoS blockers a little better; open up a few more foot paths - narrow and cavernous to follow the style.

I'm not sure that Wannok or t-glyphs are a problem on OM1, but there's no pull to the red-left end of the map, so you could probably put Wannok there and water block it.

Since rats are such a mess in the tight spaces, I like having the two t-glyphs to give something for heroes.

:)
 
Re: HS2010'S Helm's Deep (Picture Loaded)!!!!!!

I have decided to make this my official map thread for the sake of making another thread. So without further a due, I present, Hall of Fiends V.2:

HS1.jpg


I don't why picnik won't let me add numbers (for my full username). Darn picnik and I really don't want to use paint. Any suggestions?

I am free to all suggestions and criticism. I will hopefully have an updated version of Helms Deep up within the next week, too.
 
Re: HS2010'S Helm's Deep/Map Thread! The Hall of Fiends V.2

You need to set the sharing on the Google Doc file to "Anyone with a link can view..."
 
Re: HS2010'S Helm's Deep/Map Thread! The Hall of Fiends V.2

Darn I thought I did, and I know I should know how to but I don't so how do you?

I believe I fixed it.
 
Re: HS2010'S Map Thread! Warlord's Pass added 2/12/12

Added Warlord's Pass
Uses: 2 RotV, 2 SotM, 1 BftU + 2 Shadow (Heroes of Khorvaire), 1 Marvel, 1 FotA
Warlord%2527s%2520Pass.jpg
 
Re: HS2010'S Map Thread! Warlord's Pass added 2/12/12

Looks great! I had never thought of using GoogleDocs either, so that's something new for me to try!
 
Re: HS2010'S Map Thread! Warlord's Pass added 2/12/12

Hidden Marshes
Requires: 2 SotM, 2 of RotV ruin, 1 BftU
Hidden%2520Marshes.jpg
 
Re: HS2010'S Map Thread! Warlord's Pass added 2/12/12

Hidden Marshes
Requires: 2 SotM, 2 RotV, 1 BftU
Hidden%2520Marshes.jpg

Maps become more accessible the fewer sets that they use. It would probably be worth dropping the outcrops and shadows to remove the BftU requirement. And is the only thing coming from the RotVs the ruins? If it is you chould pretty easily change the requirements to "SotM x2 plus 2 sets of RotV ruins". That seems a lot less intimidating than "5 master sets". :D

Start zone height is always perilous. A Vydar pod or Snipers could start parked on the highest part of the map, and with just a couple squads of rats for support could dominate almost everthing. Especially with such long stretches of wide open terrain that opponents have to cross to get to them.

The "stairs" of water in the middle of the map interest me. Features like that can boost Slither and Flying units quite a bit (and the Microcorp would LOVE them! :twisted:). Double spaced figures can't walk up them, though, because they'll end up with both hexes on water, which stops their movement, but they'll be on two different levels, which is a no-no.

You might consider taking the terrain that's curently giving height to each SZ and moving it to under the middle of the map, building up a larger hill of swamp water and water there. That will make the middle of the map more tactically interesting and help to draw both armies out to fight (and the Drudge will be forever greatful ;)).
 
Re: HS2010'S Map Thread! Hidden Marshes 2/21/12

Thanks. As soon as I get time I'll do that.

EDIT: What do you think of Warlord's Pass? As it's honestly my favorite of the maps I have uploaded:

Warlord's Pass
Uses: 2 RotV, 2 SotM, 1 BftU (Do not use outcrops, just shadow) + 2 Shadow (Heroes of Khorvaire), 1 Marvel, 1 FotA (Just Road and Battlements).
Warlord%2527s%2520Pass.jpg


Again very requirement heavy but it's a very fun map to play on. Very dungeon/swamp looking. It's got the "scare" factor.
 
Re: HS2010'S Map Thread! Lookout Canyon 4/11/12

Narrator Voice - "From the imagination of heroscaper2010 and the creators of Turret Rock and Embattled Fen, I present to you:

Lookout Canyon
Requires: 1 RotV
Lookout%2520Canyon.jpg
"

Note: This map was inspired by kahrma's Turret Rock and Gamebear's Embattled Fen, but kahrma nor Gamebear had anything to do with the making of the map. The intro was just for an interesting post. ;)

EDIT: There are two 2-hex sand pieces that I did not know what to do with. I had two ideas for them:

1 - Make the "Canyon" part a bit taller.

2 - Place them on top of the 2 24-hex grass on the second level.

I'm also open to any suggestions there might be.
 
Re: HS2010'S Map Thread! Hidden Marshes 2/21/12

Even before you added the explanation of your inspiration Turret Rocks was the first thing that came to my mind. :D

What size are the extra sand tiles? Maybe they could go on level three, between the tall faces of the canyon and the water? I wouldn't make the canyon any taller-it's already easy enough to defend.

Lookout Canyon looks like it would benefit from a glyph, to entice down units that would otherwise just camp on the high ground and to help anyone forced to attack up. The center hex of the level 1 sand 7-hexxer looks ideally suited for a glyph-it's seated in a ring of water, safe from attacks from the canyon edge, and 10 walking spaces (2 turns) from the SZs. Valda (Move +2), Gerda (Defense +1) or Astrid (Attack +1) are all strong enough to command attention and counter-balance the strength of being entrenched on the top of the canyon.

You could also bring the ruins several spaces closer to the canyon and up on top of level 2. There they would provide better cover for units preparing to rush anyone camping on the high ground.
 
Re: HS2010'S Map Thread! Lookout Canyon 4/11/12

I edited the post to say that the sand pieces were 2-hex right before you posted this.

Eureka! While I edited the first time I had two things I wanted to say, then I forgot about the one thing. It, of course, was about a glyph. I think it should go on the sand 7-hex on the 1st level much like Turret Rock, too. The only reason I did not have a glyph on it is because I did not know which one to add. I think I'll add move +2 so that figures on the ground can get to figures up top quicker. Thanks so much for your comments.
 
Re: HS2010'S Map Thread! Lookout Canyon 4/11/12

You know, you are able to edit. Just press the "edit" button next to the "quote" button. Thanks, for the kind words, you may just break in after all.
 
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