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superfrog's maps -- Cucumber 6/10

Re: superfrog's maps -- Grayscale 8/30

W7k4OJ9.png

Vixen build instructions. It uses 1 SotM, 1 TT, and 1 VW, with 2 random glyphs.
 
Re: superfrog's maps -- Vixen 10/24

Looks very solid, I like the single hex ice next to lava heights. Hoping I can get a game on it soon!
 
Re: superfrog's maps -- Vixen 10/24

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Compact build instructions. It uses 1 RotV, with 2 random glyphs and 2 optional random treasure glyphs.

Compact is my attempt at a 1x RotV. Kind of a cross between Dry Season and Origin, as far as the ruin placement and level 2 pathing go.

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Also a very slight edit to Vixen: one space in each center corridor has been swapped from lava field to snow.
XkkflVM.png
 
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Re: superfrog's maps -- Compact 11/2

Nice! It's good to see another RotV map; it looks great! I like the inclusion of the treasure glyphs.
 
Re: superfrog's maps -- Compact 11/2

Yeah, looks really solid. I like the slight asymmetry you've got going on here
 
Re: superfrog's maps -- Compact 11/2

Update to Compact:

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Compact build instructions. It uses 1 RotV, with 2 random glyphs and 2 optional random treasure glyphs.

Added a bit of extra level 4, shrunk the side pools a bit, and restructured the outer height. Should make everything a bit smoother.
 
I lost a bunch of image links to discord recently and had to re-host them on ‘Scapers, so I took that as an excuse to do a slight restructuring of my OP. Biggest difference is I’ve pulled my best couple of maps out of each spoiler. But please do click through, anything there in the top section is worth perusal (imo).

A couple updates hopefully coming soon to Arboretum, Gradient, Tendril, and Throughline. And Vixen just got an update ahead of its usage at Scape Summit.
 
Made several updates to Arboretum:

  • ruins moved towards the center by a space
  • gave right 7-hex of the SZ better access to the center
  • slimmed down the left central heights
  • expanded the right height and removed the level 3 road hex
  • moved some trees
  • added some slight asymmetry on the level 2 out of the left SZ to account for the different sized ruins

arboretum_original.jpg


Arboretum build instructions. It uses 1 RotV, 1 RttFF, and 1 TJ, with 2 random glyphs.
 
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Shroud of Torin build instructions. It uses 2 BftU and 1 FotA, with 2 random glyphs.

Still unsure especially on the ladders and battlements here, any thoughts or play experiences would be helpful!
 
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@superfrog, I just went to download the build instructions for Arboretum for a tourney tomorrow, and it only has the image of the map.
 
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@superfrog, I just went to download the build instructions for Arboretum for a tourney tomorrow, and it only has the image of the map.

Ah, thanks for pointing that out! My VS has been having a weird bug lately but I have fixed it I believe. The same link should work correctly now.
 
Thanks for getting that updated. I was able to bring it, and it was actually the first map I played on. Aesthetically Arboretum's a great looking map. Unfortunately for a proper gameplay review (and for my opponent), my Stingers took out Braxas almost immediately, so the rest of the game was mostly picking off the stragglers, and there wasn't much opportunity for tactical movememt and positioning.
 
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Glad I got it to you in time! And yeah, I really love its aesthetics, a refreshing use of rock in an RotV map imo.
 
@superfrog I played some GC practice games with AoA stuff with Sheep on Compact and it was a good one. I thought the middle might be too cramped and the level 4 spots too powerful but neither were. And the water around the glyphs was interesting, adding some uniqueness. I’d recommend it for a 1 RotV map. :up:
 
@superfrog I played some GC practice games with AoA stuff with Sheep on Compact and it was a good one. I thought the middle might be too cramped and the level 4 spots too powerful but neither were. And the water around the glyphs was interesting, adding some uniqueness. I’d recommend it for a 1 RotV map. :up:

Good to hear! I’ve been happy with it but the sides have proved slightly controversial, at least to some theoryscapers. I’d be glad from more feedback from the GenCon attendees.

Ah, as in "Cool as a..." I finally just got it. :lol:

Yes sir! Cool and green. Got a new version coming this week that smooths a few things out in an attempt to correct the rightward pull.
 
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Cucumber build instructions. It uses 1 RotV, 1 TT, and 1 TJ, with 2 random glyphs.


Little update to Cucumber, smoothed out a few things on levels 2 and 3.
 
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Selwin's Tableau build instructions. It uses 1 RotV, 1 FotA (or RttFF), and 1 TJ, with 1 random glyph (Wannok suggested) and 2 optional treasure glyphs.

I made this for a contest a while back but just revisited it and polished some of its warts. I am pretty happy with this current version, let me know if you try it!
 
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Selwin's Tableau build instructions. It uses 1 RotV, 1 FotA (or RttFF), and 1 TJ, with 1 random glyph (Wannok suggested) and 2 optional treasure glyphs.

I made this for a contest a while back but just revisited it and polished some of its warts. I am pretty happy with this current version, let me know if you try it!
From my memory of Elswin's Plateau... you mainly just modified the sand platform?
 
From my memory of Elswin's Plateau... you mainly just modified the sand platform?

Expanding and raising the sand area is probably the biggest change, but several other small changes, including:
Road descends to level 2
Level 2 around the bottom edge of the height side is continuous
Level 4 non-road now has a continuous path across the center not interrupted by water
Level 5 is reduced to one space adjacent to road
Moving along the high side of the map (between the road and the edge) is viable
Aesthetics are simplified so level 1 is entirely grass
Deleted a glyph on the low ground side, added treasure glyphs on the high ground side
 
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