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The Book of City Park

Zettian Juggernaut

C3G Super League MVP
Site Supporter
The Book of City Park Map

A C3G Competitive Map


C3G_CityPark.png


Download the PDF File
Download the PocketMod File



Required Sets: Rise of the Valkyrie™ Master Set x1, Marvel: The Conflict Begins™ Master Set x2, Road to the Forgotten Forest Expansion Set x2

MAP Bio - "As cities bloomed with busy streets, factories, and skyscrapers, their inhabitants began to long for the simple greens and blues of nature: and so, the city park was born. Parks such as this are filled with grasses and trees along with concrete fountains and crisscrossing paths. Unfortunately, they're never truly wild, and a park can tend to attract the ills of the city it inhabits, becoming no stranger to crime, litter, and the occasional superheroic brawl." By Johnny139

GLYPHS USED:
None

DESTRUCTIBLE OBJECTS USED:
None

SETUP:
  • Map Size -
SPECIAL RULES:
None
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-Heroscapers Community Contributions-
 
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Re: The Book of City Park - Design Phase

I can use this map in my next set of tests and provide a PT report on it.
 
Re: The Book of City Park - Design Phase

I took a look at the VS file to see what tiles were left. I think I put the two single hex sand tiles not currently not used under the size 11 trees so their bases are even with the surrounding terrain rather then setting down in a hole. You also have plenty of left over tiles to fill in the holes in the base layer. No point in not having a solid foundation when you have the tiles to spare.

Then was thinking it might be nice to up the water tiles by adding in a small pond on either side of the map. Maybe off to the side where the start zones don't hook around. Then units with water powers would have a couple of alternate places to go besides just the map center.
 
Re: The Book of City Park - Design Phase

Duck pond. Great idea YK.
Very cool map ZJ.
 
Re: The Book of City Park - Design Phase

I took a look at the VS file to see what tiles were left. I think I put the two single hex sand tiles not currently not used under the size 11 trees so their bases are even with the surrounding terrain rather then setting down in a hole. You also have plenty of left over tiles to fill in the holes in the base layer. No point in not having a solid foundation when you have the tiles to spare.
I'll at filling in the base, the reason for that is that I always build trying to save every piece I can, but here I don't.

Then was thinking it might be nice to up the water tiles by adding in a small pond on either side of the map. Maybe off to the side where the start zones don't hook around. Then units with water powers would have a couple of alternate places to go besides just the map center.
Adding water to the edge wouldn't help water units, unless I cover up ground I already have on there. Water units are almost always going to go the center water, 'cause it gets them in battle.
 
Re: The Book of City Park - Design Phase

I'm not a map maker, but as someone whose played on the map before, I can attest to how nicely the center area works for water units (and other units too; Ms. Marvel likes perching there). Also, I'm not sure if there's space to fit in a pond; the four main heights (the two larger grass areas and the two grass areas in the middle) really played nicely together, and I think removing any of them would knock it out of balance. But those areas aside there's not much room left, at least not anywhere that's relevant. My :2cents:.
 
Re: The Book of City Park - Design Phase

Just so everyone better understands what I was thinking, this is all I did to the map in VS.

u30j0po25l23o4x6g.jpg


Just added 3 water hexes (and enclosed them with grass where needed) to each corner of the board to serve as a fall back position. They still provide water based even or high ground to some of the road and grass tiles close by. Then if your opponent tries to avoid your water boosted figures by staying away from the middle of the board you still have some other water tiles to consider.
 
Re: The Book of City Park - Design Phase

Interesting...I may have to look at this more in depth on my table this weekend.
 
Re: The Book of City Park - Design Phase

Just so everyone better understands what I was thinking, this is all I did to the map in VS.

u30j0po25l23o4x6g.jpg


Just added 3 water hexes (and enclosed them with grass where needed) to each corner of the board to serve as a fall back position. They still provide water based even or high ground to some of the road and grass tiles close by. Then if your opponent tries to avoid your water boosted figures by staying away from the middle of the board you still have some other water tiles to consider.
That looks better then I suspected, I'll updated VS file once the 48 hours are up.
 
Re: The Book of City Park - Design Phase

I like the water tile additions, YK.
 
Re: The Book of City Park - Design Phase

Some named parks in comic books:

Robinson Park in Gotham City
Centennial Park in Metropolis

Couldn't find anything for Star City, Coast City, Central City, Keystone City, or even (ha) Park City. Most of Marvel can be covered by Central Park in NYC, of course.
 
Re: The Book of City Park - Design Phase

I built this map today and was thinking Central Park myself while building it but now that Bats mentioned some named parks from comic book cities I think I like those better. I really like how this map looks on the table. Both teams start off in the asphalt road, the road is lined with a concrete sidewalk, then a road tile walkway runs through a park filled with tress and grassy hills with a fountain right in the center. Very nice. From a game play stand point I really like the idea of having your whole army start off on low ground to the surrounding terrain. It makes you have to decide how important it is to you to move all of your figures out of the start zone before the enemy arrives. Do you put all your OMs on just a few figures and rush out to claim the center of the board or attack your opponents start zone, or do you play it safe and make sure everyone has moved up first.

I discovered a few issues though. The large tree base is slightly larger than the 4 hexes it sits on, which is only an issue when you try to surround it with other tiles. So while you can force it into it's spot, it leaves everything just a little unsettled and a few tiles off set. So I went ahead and used some of the extra single grass tiles to build up a base for all the trees. The tree are in the same exact spots, just one level higher.

The other thing I noticed is that the forward most position in each start zone is exactly 6 spaces away from the top of the fountain. We have a lot of 6 flying ranged units in C3G now so from a competitive standpoint I think this is a problem. Whoever wins initiative just zooms out to take up high ground in the center of the board on OM1 of round 1. My quick and dirty solution was to use the left over 7 hex concrete tiles to replace the forward asphalt tiles, then move the asphalt tiles & start zone spaces back to the street. There may be a better solution but here is the VS file of the changes I made so you can see what it looks like. The each start zone is now 9 hexes away from the center of the board as well as the other two single hexes of high ground on either side of the fountain.
 
Re: The Book of City Park - Design Phase

With actually seeing the ponds implemented I like it. :up:

The large tree base is slightly larger than the 4 hexes it sits on, which is only an issue when you try to surround it with other tiles. So while you can force it into it's spot, it leaves everything just a little unsettled and a few tiles off set. So I went ahead and used some of the extra single grass tiles to build up a base for all the trees. The tree are in the same exact spots, just one level higher.

Yeah, I remember that being a bit of an issue when I played on it before.

The other thing I noticed is that the forward most position in each start zone is exactly 6 spaces away from the top of the fountain. We have a lot of 6 flying ranged units in C3G now so from a competitive standpoint I think this is a problem. Whoever wins initiative just zooms out to take up high ground in the center of the board on OM1 of round 1.

I don't see how this is an issue. It's the same height as the other two single hex perches that are nearby, and the same as the outer heights. There are lots of maps where flying ranged figures can quickly grab a good spot, this one is no worse then any of those. :shrug:
 
Re: The Book of City Park - Design Phase

OP updated with pic and VS file.

I discovered a few issues though. The large tree base is slightly larger than the 4 hexes it sits on, which is only an issue when you try to surround it with other tiles. So while you can force it into it's spot, it leaves everything just a little unsettled and a few tiles off set. So I went ahead and used some of the extra single grass tiles to build up a base for all the trees. The tree are in the same exact spots, just one level higher.
Yeah, I raised the big tree.
The other thing I noticed is that the forward most position in each start zone is exactly 6 spaces away from the top of the fountain. We have a lot of 6 flying ranged units in C3G now so from a competitive standpoint I think this is a problem. Whoever wins initiative just zooms out to take up high ground in the center of the board on OM1 of round 1. My quick and dirty solution was to use the left over 7 hex concrete tiles to replace the forward asphalt tiles, then move the asphalt tiles & start zone spaces back to the street. There may be a better solution but here is the VS file of the changes I made so you can see what it looks like. The each start zone is now 9 hexes away from the center of the board as well as the other two single hexes of high ground on either side of the fountain.
I don't see this as a problem, there are a total (including the middle one) 11 spaces on that height, so I don't see the middle space being better than the other spaces on the same level.
 
Re: The Book of City Park - Design Phase

I agree that the six move to get to the center is not a problem. I don't really see anything I would do to improve this map.

As for names, here's an idea. In the old TSR Marvel Super Heroes RPG they had a map of New York City, and they included a park called Rathbone Park. That's a bit obscure, but it could work for a name. Central Park could work too because there are a number of ponds there.
 
Re: The Book of City Park - Design Phase

If nobody else thinks it's a problem we can send it out for play testing like that and see what the games show us.
 
Re: The Book of City Park - Design Phase

Conflict Chernobyl is a map with close start zones and the two start zones are 14 spaces apart. The top of the two start zones are only 12 spaces apart here. I'm just a little concerned that is too close for a competitive game. These are the units I see that could move out and attack the other teams start zone on OM1, round 1 with a normal attack from high ground.

Living Laser - Move 10 Range 5 Flying Attack 3
Silver Surfer - Move 8 Range 5 Flying Attack 6
Doctor Manhattan - Move 7 Range 7 Flying Attack 7
Gentlemen Ghost - Move 7 Range 5 Flying Attack 3
Lex Luther (Battle Suit) - Move 7 Range 5 Flying Attack 4
Meteorite - Move 7 Range 5 Flying Attack 5
Capt. Marvel (Genis-Vell) - Move 6 Range 6 Flying Attack 4
Capt. Marvel (Mar-Vell) - Move 6 Range 6 Flying Attack 5
Count Vertigo - Move 6 Range 6 Flying Attack 4
Doctor Doom - Move 6 Range 6 Flying Attack 5
Firebrand - Move 6 Range 6 Flying Attack 4
Human Torch - Move 6 Range 6 Flying Attack 4
Iron Man (Stealth Suit) - Move 6 Range 6 Flying Attack 4
Iron Man (Marvel) - Move 6 Range 6 Flying Attack 4 (Double Attack)
Thanos - Move 6 Range 6 Flying Attack 6
Green Arrow - Move 5 Range 10 Attack 4
Red Arrow - Move 5 Range 10 Attack 4
Hawkeye - Move 5 Range 9 Attack 3
Hawkeye II - Move 5 Range 9 Flying Attack 4
Magneto - Move 5 Range 7 Flying Attack 5
Magneto II - Move 5 Range 7 Flying Attack 5
Green Construct (Helicopter Gunship) - Move 4 Range 7 Flying Attack 4 (placed 3 spaces away to start)

Then there is the option with Hawkeye II flying out 5 spaces and dropping a passenger off onto the center hex, who then gets to attack right away. Some of the best choices as a passenger would be:

Cable - Range 7 Attack 4 (Double Attack & Sighting for 2 att. of 6)
Deadpool - Range 6 Attack 4 (Double Attack for 2 att. of 5)
Deadshot - Range 7 Attack 4 (Sniper Targeting +3 Range, +1 skull)
Punisher - Range 7 Attack 4 (Assault Rifle for 3 att. of 5,4,3)
SHIELD Sniper - Range 9 Attack 2 (Deadly Shot for an att. of 3 w/double skulls)
Merlyn - Range 8 Attack 2 (Deadly Shot for an att. of 3 w/double skulls)

There might be a few more units that can move up and use a SA that reaches the opponents start zone on OM1 of round 1, but then the high ground bonus does not come into play at all.
 
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Re: The Book of City Park - Design Phase

I'd like to see the idea you had for increasing the distance. If you can get me a VS file of that version I will look into it this weekend.
 
Re: The Book of City Park - Design Phase

The 12 spaces apart is only if you go from wrap around to wrap around, 1 team can sit at the front of their startzone and the other team in the wrap around with them being 15 spaces apart. So I don't really see a big problem here, and there are multiple maps the Hawkeye II and a startzone-bomber can do hit you the first OM. I'm not just theoryscaping here, I playtested Mr. Sinister on this map, and he's one that like having time so he can place markers, and I got him to place 5 markers 1 game on this map.
 
Re: The Book of City Park - Design Phase

You're absolutely right that there are a lot of units that can take a shot on OM1. But this isn't the only map that figures can do that on; every single figure you just listed can also do that on Alkali Lake, which is a map that 8+ move melee flyers can also get an attack on OM1. Most of those figures (at least the deadliest ones/combos) can also do the same thing on Grundy's Grave, Conflict Chernobyl, HYDRA Base, and Island Plane Crash.

And as ZJ pointed out, you can always place your figures a little farther back if you're worried about getting startzone bombed. Honestly, startzone bombing is pretty common in C3G; there are plenty of units and combos that can hit you within the first two turns of the game.
 
Re: The Book of City Park - Design Phase

Yea. I'm a big fan of the map design, I always feel water factions could use more help. Good job ZJ, you're the king of speedy map designs.

Also, let me point out that the Battleship map is ready to move to the next phase as well.
 
Re: The Book of City Park - Design Phase

Nay. I'd like to see some more discussion first. One thing to do when startzones are close to each other is give the startzones height. Another thing is why are the build requirements so high for such a small map?
 
Re: The Book of City Park - Design Phase

How about this:
city_park_v3_original.jpg

It takes 14 spaces to attack on first turn.
Nay. I'd like to see some more discussion first. One thing to do when startzones are close to each other is give the startzones height. Another thing is why are the build requirements so high for such a small map?
Marvels (CB) and Roads (RttFF) don't offer a lot of tiles, their more for look.
 
Re: The Book of City Park - Design Phase

I'd rather see the Marvel sets removed entirely.
 
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