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Tournament Map Feedback Thread

I played this one a while ago in a Quahon+Sujoah+spiders vs TKN+SBN+Nabgrubs machup.
I lost of course cause Quahon is OP. :lol: Actually it was |that| kind of game, Sujoah did OS TKN with sting, then SBN proceeded to OS Sujoah. So it was SBN+grubs vs Quahon+spiders very early on. I managed to keep only one Nab next to SBN at a time to limit LB. SBN got caught by spiders, had to triple disengage to hit Quahon. Got 1 or 2 attacks of before dying and it was the end of the game.

Map seemed very good to me, melee vs range machup felt surprisingly good for that big of a map without road.
Quahon did use the Hive perch and it was kinda hard to break into that, but not that easy for the spider to protect her (lots of adjacent spaces).
I liked it.
Great feedback, thanks! I didn't realize this map was being used by anyone but Colorado events.

When you say the hive perch do you mean one of the 3-hex rows on level 2 that stick out below the hive by the start zone and towards the middle of the map?

Actually it was not your map but another kinda big and flat BftU+SotM+Thundra I confused them... :oops:
 
Actually it was not your map but another kinda big and flat BftU+SotM+Thundra I confused them... :oops:
Could it have been Halcyon, the map I made that predated Kingfisher? Kingfisher is a kind of revision that tightens up Halcyon.
 
Yes that's this one. :mrgreen:
They are fairly similar maps, though I think Kingfisher is a little better for a few reasons. If you get a chance to try it I would be curious if you agree. Thanks for the feedback on Halcyon! I am flattered that it was being used in whatever circumstances you played on it.
 
Yes that's this one. :mrgreen:
They are fairly similar maps, though I think Kingfisher is a little better for a few reasons. If you get a chance to try it I would be curious if you agree. Thanks for the feedback on Halcyon! I am flattered that it was being used in whatever circumstances you played on it.

It was played in a french tournament in 2019.
https://nsm09.casimages.com/img/2019/02/17//19021709075618734016123603.jpg
I'm the guy looking at the floor in the back, probably looking for dices or something. :mrgreen:
 
It was played in a french tournament in 2019.
https://nsm09.casimages.com/img/2019/02/17//19021709075618734016123603.jpg
I'm the guy looking at the floor in the back, probably looking for dices or something. :mrgreen:
Indeed! That's it! The picture reminds me that the other change I made was to move the 1-hex outcrops. People were complaining that it was too easy to knock over those stacked 2-hex tiles they were sitting on. In the process I was able to remove the 2-hex perch on level 3 that I think you were referring to; it is now only big enough for 1-space figures. I don't think there are any 2-hex areas on level 3 anywhere on Kingfisher, in fact.
 
It Gets a Pass

Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.

No automatic inclusion of Yngvild glyph. FAIL

:p

I initially was worried I wasn't going to be a big fan of the split start zone. I still don't love it but I don't hate it. It definitely makes you think about how you want to deploy much more than a standard map. That's a good thing even if it was slightly annoying for me especially with the army I was playing which had a lot of moving pieces.

The map itself still played really fast allowing for good development. The height is really nicely placed in that it's really hard to hold for a ranged squad and the middle LoS blockers also make it hard for range to cooperate there.

The one place I'm most concerned about a chokepoint (level 2s next to some level 1 ice and the 2 level 3 height sections in the middle of the map) is a spot that feels like you'd rarely want to create a chokepoint there.

Overall, this map felt fast for development and gave you a lot of options to work with. I'd be very hesitant about wanting to extend range too much on this map as melee is going to catch up to you pretty quick and it can go badly. But if range plays it smart, melee will also have to play it smart and use the tools this map gives it well.

I don't really know how much of a map analysis that is but it's what I noticed while playing on the map.

~Dysole, informationally
 
Re: It Gets a Pass

Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.

No automatic inclusion of Yngvild glyph. FAIL

:p

For HexiCon, I'm doing exactly that! LOL
 
Re: It Gets a Pass

I initially was worried I wasn't going to be a big fan of the split start zone. I still don't love it but I don't hate it. It definitely makes you think about how you want to deploy much more than a standard map. That's a good thing even if it was slightly annoying for me especially with the army I was playing which had a lot of moving pieces.

The map itself still played really fast allowing for good development. The height is really nicely placed in that it's really hard to hold for a ranged squad and the middle LoS blockers also make it hard for range to cooperate there.

The one place I'm most concerned about a chokepoint (level 2s next to some level 1 ice and the 2 level 3 height sections in the middle of the map) is a spot that feels like you'd rarely want to create a chokepoint there.

Overall, this map felt fast for development and gave you a lot of options to work with. I'd be very hesitant about wanting to extend range too much on this map as melee is going to catch up to you pretty quick and it can go badly. But if range plays it smart, melee will also have to play it smart and use the tools this map gives it well.

I don't really know how much of a map analysis that is but it's what I noticed while playing on the map.

~Dysole, informationally

Lovely review Dysole! I especially appreciate the bolded insight.

Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.

No automatic inclusion of Yngvild glyph. FAIL

:p

For HexiCon, I'm doing exactly that! LOL

So if anyone wants to know how I came to settle on that name... Obviously I thought of the glyph but I was curious to know if it had any meaning behind it so I searched it...

What a wonderful coincidence that it's an ice cave in Elder Scrolls! "Pass" then has a double meaning that references a geographical location and the glyph.
 
Can only confirm what Dysole said on Yngvild Pass, my game on it was very interesting, almost whole map was used whereas we were both using armies with few figures.
Probably best map using 1RotV+1TT alongside Ascension and Isenfell, all 3 play kinda similar.
 
Hey all, I'm looking to play on some new-to-me maps in the next few weeks/months as I have a couple months until my next WoS review is due. Anybody know of a map that is a bit under-the-radar? I'd prefer if you have suggestions of maps that you didn't create yourself. I'm also hoping for maps that have been around for a bit, not particularly ones from the past 6 months or so.

Murky Waters by Robber is one such map that Flash introduced me to on our last CoV podcast episode, but I'm hoping to collect a few more.

Thanks!
 
Hey all, I'm looking to play on some new-to-me maps in the next few weeks/months as I have a couple months until my next WoS review is due. Anybody know of a map that is a bit under-the-radar? I'd prefer if you have suggestions of maps that you didn't create yourself. I'm also hoping for maps that have been around for a bit, not particularly ones from the past 6 months or so.

Murky Waters by Robber is one such map that Flash introduced me to on our last CoV podcast episode, but I'm hoping to collect a few more.

Thanks!

Thermal Shock by Vydar_XLIII! It's about to have it's 2nd appearance at a MARS tournament this weekend, really fun to play on and aesthetically pleasing. I also like that it's built using 2x Marvel and 2x Tundra, 2 of the lesser used terrain sets for tournament maps.
 
Wanted to come on and say I played on Tabasco by @Sir Heroscape the other night, and man, it was one of the most hype matches I've ever played. I'll save the details on how the match went since this is a tournament feedback thread, but lets just say that zombies are terrifying. The thing I like about this map is how easy it was for me to develop out of the start zone, it plays pretty flat which is really good for those slower units. Unfortunately the lava field wasn't a huge factor in my one match since there was plenty of same level rock spaces to occupy, but useful enough if me or my opponent needed to grab height in the middle of rounds. Also, I felt like the road in the middle was hard to use to its full advantage since it was quite central on the map, though it was helpful one or two times (like when I sent my Kozuke Samurai in to assassinate Q10). Other than that, the map kind of let me do whatever I wanted with my units, and I think I'll keep this map in rotation for now since me and my friends are more on the casual side anyway. Good job, Sir H
 
Wanted to come on and say I played on Tabasco by @Sir Heroscape the other night, and man, it was one of the most hype matches I've ever played. I'll save the details on how the match went since this is a tournament feedback thread, but lets just say that zombies are terrifying. The thing I like about this map is how easy it was for me to develop out of the start zone, it plays pretty flat which is really good for those slower units. Unfortunately the lava field wasn't a huge factor in my one match since there was plenty of same level rock spaces to occupy, but useful enough if me or my opponent needed to grab height in the middle of rounds. Also, I felt like the road in the middle was hard to use to its full advantage since it was quite central on the map, though it was helpful one or two times (like when I sent my Kozuke Samurai in to assassinate Q10). Other than that, the map kind of let me do whatever I wanted with my units, and I think I'll keep this map in rotation for now since me and my friends are more on the casual side anyway. Good job, Sir H

Thanks for the feedback! It means a lot to hear feedback on my maps, thanks!
 
Risky Outpost by @Dignan

Such a fun, unique build. Like...the image does not do this map justice for how it plays. It's quite fun to get a fresh feeling on a "balanced", high height map. That all said, it does have it's issues. Development was surprisingly fast for 5-move figures...but the biggest issue was really just for double-spaced figures. Unless they have flying, a double-spaced figure will have a horrible time getting to the center. Overall, it was a fresh feel...but I could see this map causing some issues for specific armies with double-hex figures. I'd play again more in a casual setting, but not necessarily in a competitive tournament.

Sabertooth by @Cleon

This one was ok. The center is interesting...but not as accessible to the edges as I'd like. For example, once you've committed to the center, you can't really get back to the edge to contest glyphs and vice versa. Other than that I think it's fine...but those hive and ice 6-hexers make it pretty tough.

Dark Fulcrum by @GameBear

LOVE. THIS. MAP. Not to be rude...just being honest...I hate the original, Fulcrum. I legit do not like playing on Fulcrum. Ever. THIS map however, is amazing. I think it improves on every issue from the original and provides a lot more options, protection and opportunity for development. It's just way more dynamic. I'd be more than willing to play on this map regularly in tournaments.

Blackberry by @superfrog

Great map. I've always liked the look of it, but now having played on it I like it even more. It's solid and provides some great development and action between heights. The only thing I noticed that was a "downside" was the lack of my use of road. It's so curvy in the middle, it's actually faster - sometimes - to just move straight over the central height. Not always relevant, but in my 1 game I just found it interesting that the development was just fine without needing to use the road. More games would determine if that holds true generally speaking.

Valor by @Sheep

Quite happy with my games on this map in testing and in the tournament. I felt like the development was good, there were good uses of LOS blockers and still good speed options using the road through the middle. I felt like it played well overall.

Vulcan Ridge @Chris Perkins

My only loss was on this map, so clearly it's broken ;)

Overall, I felt like it played fine. I'd have to get more games in on it to be totally sure...but my impression was that it felt just too bare, and a bit lopsided. the map pulls a hard right to develop out of the SZ...and not necessarily in a good way. With the strong glyph on my left...contesting that side was much more difficult as I didn't have many lvl2 landings out of the startzone AND there is no shadow on the left side. So, as soon as I lost the control of the glyph on the left side, I had to start moving troops to the right hill platform and trying to maintain position and control there. It didn't work very well, and I lost pretty bad. Again, maps not broken cause i lost, I'd need more games to tell...but my initial impressions with the development seemed to indicate a strong glyph on either side will give advantage to the player with the strong glyph on the right of their startzone.
 
Dark Fulcrum by @GameBear

LOVE. THIS. MAP. Not to be rude...just being honest...I hate the original, Fulcrum. I legit do not like playing on Fulcrum. Ever. THIS map however, is amazing. I think it improves on every issue from the original and provides a lot more options, protection and opportunity for development. It's just way more dynamic. I'd be more than willing to play on this map regularly in tournaments.

1000% agree with you SirH, I'm not a fan of the OG (even aestetically-wise) and I find this redo to be be much more interesting and balanced.

Thank you for all this feedbacks! Very interesting to read!
 
Thanks for the feedback on Risky Outpost. I think you nailed it with the observations. It can be a ton of fun to play on, but the cost is that double base walking figures just hate to play it.
 
Wanted to give my thoughts on a couple of maps I've played a bit of recently.

Yngvild Pass by @Sheep

This is a good map. I'm not convinced that the level 2 potholes (specifically the ones in between the 3 snow and rock tiles) add to the gameplay that much, and the back 3-hex runs do seem like a strong camping spot for range + screen armies. However, I do like the height distribution in general, and the split starting zones do a good job in spreading the action all around the map. I also quite like the glyph areas. On many maps, the glyphs often don't feel worth taking due to the disadvantageous position the figure on the glyph is put in, but the ruins on Yngvild Pass do an excellent job in protecting the glyph holders from figures on the level 3 snow runs, with the level 3 height adjacent to the glyph stopping that position from feeling too strong. (Although I will say, having an extra level 2 tile on either side so there isn't a chokepoint between the level 1 ice and the ruin would be really nice). The map also looks great aesthetically. It was disappointing to see this map's WoS nomination withdrawn, and I hope that it'll be resubmitted again in the future. (With or without the minor tweaks I've suggested).

Desolate Courtyard by @RainyDays

For a map that only uses 2x Marvel and 1x FotA, this is an impressive build. The height distribution in the centre is very good - it feels like control over the asphalt tiles is always in flux, and it feels good to be able to go from either of the outside level 3/4 heights to the middle one (or vice versa) in just a single turn. The one major complaint I do have s that development on this map feels way worse than it needs to be. There are no level 2 hexes within 5 move of the start zone that don't give up height to an adjacent level 3 tile. What this means is that you either have to choose between leaving your figures on the level 1 space outside the SZ or just accepting that your opponent is going to get a height attack on you the following turn. (This is exacerbated by the map's overall smallness). If I could suggest a change to fix this, it would be to raise the 3 level 1 hexes that lie in a straight line between the level 2 concrete tiles. This would create 3 safe spaces that a 5 move figure could get to turn 1 without having to worry about being attacked from height. (At least not by melee units). I'm not exactly sure how feasible this is terrain-wise considering how little 2x Marvel, 1x FotA gives you to work with, but if this could be done, it would largely solve the current biggest problem I have with this map. (Although I still like it overall).

Odin Wept by @Typhon2222

This map feels very unique compared to most of the maps I've played on in tournaments, thanks in part to the unconventional terrain combo. I love the jump from level 0 to level 2 straight out of the start zone and how the glacier kind of forces you to pick one side or the other (but figures can still move smoothly from one side to the other if they need to). The shadow tiles are placed very well, and the glyphs are just out of the way enough that you need to put in effort to grab them, but not to the point where they feel unreachable. I haven't got to play as many games on this one so far, but I'm definitely looking forward to playing on it again in the future.
 
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