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Velenne's Maps and Scenarios- 4/16: Slayer!

Makes no sense, but hey, you can't argue with the rules cuz, yknow, they're never wrong. Nuh uh. Don't even try to convince people otherwise, or you'll be singled out as troublemaker...
 
Marr Scar

Clouds of corrosive gas billow from sinkholes of infathomable depth in the heart of the swamps of Marr. The putrid green skies cast a deathly pallor over the battlefield as armies fight the mire and each other."

Build Notes: Made with 1 SotM master set. Because many printers have a difficulty distinguishing colors, note that there are no single-hex sand tiles on level 1, and no swamp water tiles on level 2.

Special Rules:
I suggest playing this map with the "Creeping Fog" rule: Keep a round counter for the match. Subtract the number of rounds from each unit's "Range" statistic, to a minimum of 1. This also effects the range of special attacks and auras.

Victory Conditions: Terminate your opponent.

DOWNLOAD

Overview
Marr_Scar_-_Overview.jpg


Side View
Marr_Scar_-_Side_view.jpg


Topdown
Marr_Scar_-_Topdown.jpg


There seems to be an issue with the downloads section. I'll update this post once its resolved with the proper links. Sorry!
 
Nice maps. I epecially like marr scar. I would like to see somebody use castle pieces to elevate the entire thing, so the sinkholes were deeper and darker.
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.3

In the words of a great quantum leaper.... oh boy.

I've got a lot of work to do convert this thread over. For those of you who keep up with this thread, please bear with me during the maintenence. All 6 of you.
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.3

Ok so that wasn't too bad. :)

I've uploaded all the maps I have pdf's for into the new downloads section and updated the links in their relevant posts. IOW, all my downloads work again!! :thumbsup:

The next step is move my pictures from the old gallery into the new one and change the pics in each post. But that is a project for another time.

I'm all clicked out for today. :surrender:
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.1

Congrats on finishing the conversioning of your maps!

On Mar Scar, I really like a lot of things about this map. It's kinda small (made with only a single SoTM MS!) which will really help out first-time players who buy a "Master Set" and get a little less then they thought they would. I -really- like the main LOS blocker being the Hive in the middle there, and the use of gaps in the map to represent (I presume) uncrossable swamp water. The two "Extra" starting spaces set near the middle of the map are both really close to the enemy "base", but I'm not sure that's a huge deal.

Hope to see more work soon!
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.1

I like Marr scar,but I just don't like the empty spaces,it is just personal preference,but The map does look great.
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.1

I've added 3 old maps back to the downloads section which didn't appear in this thread before:

Entrails Travail: A 3-player map where players must destroy the opponent whose starting zone is immediately counter-clockwise (right) of their own. Thus the player clockwise (left) of the first eliminated army is immediately declared the winner.
PDF Available!
entrails%20travail%20-%20overview_0o4.jpg


Loch Venoc: A 2 MS, 2 Road, 2 Tundra map initially designed for a team tournament. Features split starting zones.
PDF Available!

Crux Redux: A 2 MS, 2 Road, 2 Tundra map initially designed for a team tournament. Features split starting zones.
PDF Available!
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.1

I really like this map.Good looking,and looks fun to play.:D
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.1

Hive Drive

The Marro have landed and made their home across an overpass in rural Mississippi. Armies battle along the infested concrete causeway, avoiding the pitfalls of the mire.


Build Notes: Made with 1 SotM and 1 Marvel set. Built to tournament standards with 24 starting spaces and 2 mystery glyphs. As some printers have difficulty distiguishing, note that there are no 1-hex sand tiles used in this build.

Also, there's been some discussion about having the Hive hang over spaces. I'll build my maps however I want. I'm capable of using my imagination to picture the hill under the Hive as being filled with tunnels as it oozes swampiness over the surrounding countryside. Anyway, I think that rule is for using the Hive as figure, not a terrain obstacle.

DOWNLOAD!

hive%20drive%20-%20overview_PE2.jpg


hive%20drive%20-%20topdown_p1y.jpg


hive%20drive%20-%20bridge_j0V.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.2

This isn't one I'll add to my front page index, but for those who follow this thread (am I up to 4 yet??) I'll toss in something I'm working on for another custom project.

Many of you may have heard of Team Fortress 2? Well, custom master whitestuff, miniature creator Soundwarp-SG1, suck embracer rdhight and I are working on a Heroscape conversion for it. We've got all the rules, the cards, and even some mini's done. Now it's time for some maps and that's where I come in. You can check out the thread HERE.

Here's the first map:



Granary - Designed for use with TeamFortressHeroscape (TFHS)

Build Notes: Uses 1 RotV Master Set, 1 Marvel set, and 1 RttFF.

Victory Conditions:
- Control all 5 Control Points. (CP's)


Scenario Rules:
- Red and Blue starting zones are termed "Respawns" below.
- Capture Points: The yellow areas denote capture zones. Each team begins the scenario with the closest two zones to their Repawn already under their control.
----- Points are captured in a linear fashion. A team must control every previous CP in order to attempt to control the next CP in the line. Thus, only two CP's are under contention at any given time.
----- To capture a point, end a turn with any unit you control within the yellow capture zone. If the point was neutral, it now belongs to your team. If it was in control of the other team, it is now neutral.
----- A team controlling a CP may respawn units in the nearest two Purple Respawn spaces.

granary%20-%20overview_H6A.jpg


granary%20-%20central%20area_831.jpg


granary%20-%20blu%20spawn%20and%202%20caps_YJu.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 4.2

Turn or Burn
Created by Luke C and posted here on his behalf.

In the burning swamps of Marr no ground is steady; no foot is sure.

Build Notes: Made with 1 SotM, 2 VW. Note that there are no single-hex sand tiles used in this build.

DOWNLOAD!

turn%20or%20burn%20-%20overview_0tp.jpg


turn%20or%20burn%20-%20closeup_D3z.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

I like Hive Drive and Turn or Burn. How many figs can fit through that little underpass on Hive?
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

It has a height of 5, so anything that can fit under a 5-high overhang. That's really based on the sculpt of the figure.
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

I haven't forgotten about this thread. A few things have been keeping my attention elsewhere:

1 - I created 5 maps for TeamFortress/Heroscape, only 2 of which have been playtested so far. I only posted 1 here, but I won't post the rest (here at least, they're in the DL section if you look) until the Mod itself is finalized. It should be one heck of a product when it's done.

2 - Once I got the VS with Ticalla's Jungle, I started immediately making maps. I've got 3-4 I'm tinkering with which use all sorts of sets but I want to make sure the rules for the trees work like I think they do before I publish anything. (The bushes and trees give +1 to Defense against a nonadjacent attack, yes?)

3 - Various family and work obligations. Stupid RL getting in the way of my Scape!

4 - I don't really get any feedback in this thread anymore, except maybe from one or two people. Not that I don't appreciate it and all, but I'm thinking my blogs may be more of a service than publishing maps. It also seems like everyone who looks at maps for tournaments these days goes exclusively BoV. I made a post in the Events section to remind organizers that there a lot of other good maps out there, but I don't think many people saw it. :(
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

Sadly, I don't have as much time to play anymore, so less time to test maps out. Maybe that all changes this summer :D
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

Marr Highway - End Of The Road

It's been weeks since you last set foot on pavement, suddenly passing from sure footing to swampy morass. But all roads on the wasteland side of Marr lead here, the central hub of Hive tunnels. Just as you think you have come to strike a critical blow to the Marro network, an army of guardians rises up to meet you.


Build Notes: Uses 1 SotM and 2 TJ. I hesitated to give this one the Marr Highway moniker but it still bears many of the same Basic Map Features and was inspired by a comment in my Maps thread so here it is: a swampy version of my BoV map.

Victory Conditions: Terminate your opponent.

Download!

marr%20highway%20-%20end%20of%20the%20road%20-%20overview_116.jpg


marr%20highway%20-%20end%20of%20the%20road%20-%20glyphs_wRc.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

Astrid Favors The Bold

Kings and emperors of Feylund sent their young generals to train in the arts of powerful offensive strategies at this site, tucked away in a secret cravasse. There are still essenses of that knowledge to be gleaned, but which general will learn faster?

Build Notes: Made with 1 SotM, 1 RotV, and 1 TJ. It doesn't use much of the RotV, but I needed the ruins and a few extra tiles. Normally, I dislike maps which feature opposing hilltops with a central ravine, but I made this one based on the fact that it's better have an extra attack vs. an extra defense. If you can manage to hold any two of these glyphs, you should actually have the advantage in the uphill battle against a turtling opponent...provided you're aggressive enough.

Victory Conditions: Terminate Your Opponent

Download!

astrid%20favors%20the%20bold%20-%20overview_LVR.jpg


astrid%20favors%20the%20bold%20-%203%20attack%20glyphs_yzm.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

Paludal Passage

Even here in what was once an oasis for travellers to find rest and refreshment, the Marro have wrought their foul poison into the land. And it is here that you have come in search of what once made these waters so powerful.

Build Notes: Made with 1 SotM, 1 TJ, and 1 RttFF. Note there are no single-hex tiles in this build. Glyphs are even spaces for fliers (5) and walkers (7). The jungle trees are spaced to provide the most coverage around the edges and central area. The forest trees block LOS from critical height areas. The road is designed to circumnavigate the center of the battlefield.

Download!

paludal%20passage%20-%20overview_dyi.jpg


paludal%20passage%20-%20overview_dyi.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 5.6

Walls of Solitude

Somewhere in the tropics of Feylund, the outskirts of a ruined city set the scene for a battle which will challenge the minds and arms of Valhalla's best.

Build Notes: Made with 1 SotM, 1 TJ, and 1 FotA. Features a fixed glyph of Thorian, a few jumpoff spots into water from the castle walls, a path for many double-spaced figures to reach the top, some strategically placed trees, and no castle door. I made this map to see if I could get these sets into a single map and keep it somewhat balanced. The use of the Thorian glyph is something I'm still hesitant about.

Download!

walls%20of%20solitude%20-%20overview_1Is.jpg


walls%20of%20solitude%20-%20rear%20view_2Qz.jpg
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 6.1

Nice maps! Astrid has a great aesthetic, looks "easy" (which is always nice for casual scapage), and seems to have some great play options. Walls of Solitude looks really fun!

Kudos!
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 6.1

....and I'm spent!

I've been working on these four maps for quite a while as I waited for the official rules for the Jungle sets to be released. The bit about them being attached to two hexes forced me to change a few things, but overall it was exactly as I expected.

Paludal Passage I made with the hopes that the special defense rules would extend to the RttFF terrain objects, but alas. It's still a great map imho.

In "Walls of Solitude" and "Astrid Favors The Bold", I asked a few what-if questions and then dove headlong into the creation process:

What if I made a map with 3 attack glyphs? I figured the best way to mitigate this massive effect would be to include one of my most derided map features- opposing hilltops. This is normally a range fest, but who can pass up the chance at those glyphs?? Also, if you do happen to benefit from Astrid and one of the other two, the math works out in your favor as you assault your opponent's hill.

Are the jungle trees good enough to help you assault a castle? Mathematically, no. (3 skulls to a die, 2 shields, remember?) Ok, what if I put a handy glyph of Thorian down there? "Walls" has a lot of features going for it and I'm especially proud of it.

And then there's the Marr Highway swamp remake. I had a really tough time using only 1 SotM to make a map that was fun, balanced, and true to the original. I did what I could, but I eventually ended up sticking a big ole Hive down in the middle and covering up the glyphs with Jungle terrain. I hope you'll forgive me. :)

So with that, I'm probably out of the Cartography Publishing business for awhile. I think the blogs I write and my comments in the BoV thread are more of a service to the community than these maps. I don't get many responses (though I appreciate greatly the ones I do get), so I don't know if anyone is actually using them or more importantly enjoying them. I've tried to encourage event organizers to come to our little section and look around for tournament-worthy maps. That's the best we regulars around here can hope for, really.
 
Re: Velenne's Tournament Maps and Fun Scenarios -Updated 6.1

I got a chance to play Marr Highway the other day and really liked it, especially the use of walls. I found out too late that it can be a particularly big advantage to have the action taking place near your own glyph and start zone. When I killed my opponent's glyph holder, he could hop another Omnicron up onto the glyph and shoot down on me. My own glyph holder, far behind the front lines, had to give up his valuable attack to climb up to the key hex. I was really overextended. Oh well, live and learn. I think I'll take a more defensive tack if I see that map again.
 
Re: Velenne's Tournament Maps and Fun Scenarios- 4 Jungle Ma

Excellent maps here. I expect nothing less from a BoV judge.
 
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