Sir Heroscape's Maps

Been revamping a lot of old maps, and enjoying it. Here are a few more.

Dekros Forte 2.0
Sets: RotV, FotA, TJ
dekros%20forte%202.0_7f4.png


Jandar's Highway
Sets: RotV, RttFF X2
jandar's%20highway%202.0_IQ4.png


Hidden Towers
Sets: RotV, FotA, TJ X2
hidden%20towers_323.png
 
Hello SirH! I first played on Betelguese yesterday with Bert (just before the game you streamed ;) ) and I must say it was a huge blast.

Maybe I should play it more to confirm but for the moment I think Betelguese is a great map with a great gameplay.

Looks a bit like Wyrmwalk (well it uses the same sets) but the layout is actually very different. The fact there is 4 hills that are close to each other makes the whole thing very dynamic, you rarely stay on one hill.
I loved the 4 hills + shadow pool + road ring combo, at first glance I was not sure about the usefulness of the road but actually I found it very useful both vertically to charge or horizontally to be able to switch side fast.
Also I was kinda afraid it would pull right but with the SZ layout it's really hard to only focus on one side and also the middle hills are stronger than the outside hills so it's not very podding-incentive. Overall I think all 4 hills are interesting to devellop to which to be honest is a hard feat to realize.
Finally I'm a big fan of level 0 startzones, just like on some other maps (Draugur, Bad Moon, Rising, Wyrmwalk etc...),and Betelguese go very deep in that feature.

So thank you for this map I'll surely play it again!
 
Hello SirH! I first played on Betelguese yesterday with Bert (just before the game you streamed ;) ) and I must say it was a huge blast.

Maybe I should play it more to confirm but for the moment I think Betelguese is a great map with a great gameplay.

Looks a bit like Wyrmwalk (well it uses the same sets) but the layout is actually very different. The fact there is 4 hills that are close to each other makes the whole thing very dynamic, you rarely stay on one hill.
I loved the 4 hills + shadow pool + road ring combo, at first glance I was not sure about the usefulness of the road but actually I found it very useful both vertically to charge or horizontally to be able to switch side fast.
Also I was kinda afraid it would pull right but with the SZ layout it's really hard to only focus on one side and also the middle hills are stronger than the outside hills so it's not very podding-incentive. Overall I think all 4 hills are interesting to devellop to which to be honest is a hard feat to realize.
Finally I'm a big fan of level 0 startzones, just like on some other maps (Draugur, Bad Moon, Rising, Wyrmwalk etc...),and Betelguese go very deep in that feature.

So thank you for this map I'll surely play it again!

Great to hear! I'm glad you enjoyed it. It's been one of my recent favorites as well :)
 
I like that Barren Hall literally has open gaps in the center, pretty spot on if I do say so myself!
 
I am intrigued by King's Court. I have never thought of building a map with FotA x2 and Marvel. I am going to take a closer look. Well done.
 
Loving Broken Skyline: Redux and plan on using it for our NHSD next month. While building the map today, I think there is an error, but I could be mistaken. On level 2, there is a single hex castle walk tile with nothing beneath it on level 1 (right side, just in front of the 24-hex rock). I am looking at a fix, but I think a simple shift of the single sand tile down one from the 7-hex sand tile might do the trick. If there is a single hex tile left after building, plugging one in there might work better. I am still on level 2 in the build, so I will let you know.

Peace
 
Loving Broken Skyline: Redux and plan on using it for our NHSD next month. While building the map today, I think there is an error, but I could be mistaken. On level 2, there is a single hex castle walk tile with nothing beneath it on level 1 (right side, just in front of the 24-hex rock). I am looking at a fix, but I think a simple shift of the single sand tile down one from the 7-hex sand tile might do the trick. If there is a single hex tile left after building, plugging one in there might work better. I am still on level 2 in the build, so I will let you know.

Peace

Thanks for the kind words! I'm excited to hear what you think. Also, thanks for pointing out the issue. I've fixed the build instructions by just shifting over the wall walk 7 hex to the left which should take care of it.

Thanks again!
 
Loving Broken Skyline: Redux and plan on using it for our NHSD next month. While building the map today, I think there is an error, but I could be mistaken. On level 2, there is a single hex castle walk tile with nothing beneath it on level 1 (right side, just in front of the 24-hex rock). I am looking at a fix, but I think a simple shift of the single sand tile down one from the 7-hex sand tile might do the trick. If there is a single hex tile left after building, plugging one in there might work better. I am still on level 2 in the build, so I will let you know.

Peace

Thanks for the kind words! I'm excited to hear what you think. Also, thanks for pointing out the issue. I've fixed the build instructions by just shifting over the wall walk 7 hex to the left which should take care of it.

Thanks again!


That was an easy fix. I would also placed the extra hex of sand on level 1 in the gap near the center of the map to support the tiles above it. Broken Skyline was the first BoV map I built back when I first started getting into Heroscape. Your rendition does it justice, thank you - I will let you know how it plays.
 
Thanks to Gamebear, I was able to make some slight adjustments to the build that helped "touch up" some of the areas. Basically reworking the base layer, freed up hexes to make the SZ 100% entirely stone and water (original had one stone hex that was non-startzone) AND it freed up enough hexes to add to the big tree side to allow the bridge wall to sit on lvl2 without any "shenanigans". Small adjustments...but feels much cleaner
dredgewood%20forest_TN8.png
 
Got to finally play on Dredgewood Forest by @Sir Heroscape . I was already a fan of the map based on the looks, and I liked it even more after playing on it. Combat focused mainly on on side, due to both our armies being melee and Init+8 more important to both than Yngvild Disengage. I liked how it played overall. Check it out. It's my favorite Sir H map by far.
 
Finally got around to doing a map...been a few months. I used the base footprint from the HoSS map Yavin 4 Outpost, as I've always liked that map, but wanted something a little more balanced. Would appreciate some thoughts!

Nivay Roads
Sets: RotV, RttFF X2
nivay%20roads_E0p.png
 
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