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  #217  
Old April 24th, 2012, 05:18 PM
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Re: Killometer's maps ~ Viper Nest added 4/24/12

Yep, I got 10 for each if you don't go through water.


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  #218  
Old April 24th, 2012, 05:22 PM
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Re: Killometer's maps ~ Viper Nest added 4/24/12

Quote:
Originally Posted by Killometer View Post
Okay, I guess that technically I should have said "equidistant for single hex, non-slithering/amphibious/watersuit, walking units".
Well, you know, say what you mean and all that. I could probably have made that assumption, but there's a saying about assuming that could apply as well, so I'll leave it at that.


Last edited by personwholives : April 24th, 2012 at 05:23 PM. Reason: Just a little jocularity. Never intend offense.

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  #219  
Old April 25th, 2012, 12:38 AM
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Re: Killometer's maps ~ Sludgeways and Drudgeways added 4/17

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Originally Posted by Killometer View Post
Sludgeways and Drudgeways added 4/17/12
requires 1 SotM, 2 RttFF
supports 2 random power glyphs
variant of R˙chean's SotM adaptation of UranusPChicago's BoV classic Highways and Dieways


Those Tentacles of the Kraken that were just nominated over in the SoV would LOVE this map! I only see 10 hexes on the entire map that they could not reach to drag you under.

~Z


There are those who call me... Ziggy Monster, Agent of Chaos.
My map thread

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  #220  
Old April 25th, 2012, 03:40 AM
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Re: Killometer's maps ~ Viper Nest added 4/24/12

Combined with Microcorp for extra nastiness-Microcorp race up to the top level swamp water where Water Armor boosts their D, then the Tentacles pull down any opposing figs that have also moved up, giving the MCA their Sighting bonus. If it all goes according to plan you get a 4/6 squad with a 30% chance to ignore wounds.


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  #221  
Old May 2nd, 2012, 07:34 PM
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Re: Killometer's maps ~ Peat Fire added 5/2/12

My second map for R˙chean's GenCon '12 map contest, Peat Fire:



Requires 1 SotM, 1 VW, supports 2 random power glyphs and 2 random treasure glyphs, Swamp GAs trap included in build directions.

I specifically wanted to work with the challenge of the limited LoS blockers this combination offered, and instead focus on forcing the players to keep their figures moving by use of lava and split height. I used molten lava to dictate routes out of the SZs, but kept it away from the center of the map to keep lateral movement from hill to hill past the Hive as open as possible.

Originally I had all the swamp water on level 1 (zero), but I had a bunch of left over swamp 7-hexxers, so I decided to throw the Drudge a bone and used them to free up a bunch of swamp water which I then bumped up to level 2-it's now possible for Drudge to get two attacks from height into the opposing SZ on OM1.


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  #222  
Old May 24th, 2012, 12:23 PM
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Re: Killometer's maps ~ Timber Ridge added 5/24/12

New map: Timber Ridge

requires 1 RotV, 2 RttFF (trees only)
supports 1 random power glyph, 2 random treasure glyphs
Covetous trap included in build directions



I'm usually not a fan of omitting huge amounts of available terrain, but this map started life as just 1x RotV, but it lacked something, so I started adding trees to it, and that brought it to life. And it plays well without the road-the SZs are close enough and the LoS blockers provide enough cover that it isn't needed to speed up engagement. This map can also be built as a compliment to a map that uses only the road tiles from RttFF (Dignan's excellent map Lateral, for example).

With the way the starts zones and hills are set up, games (especially SZ-cramming squadscape games) often felt like playing two matches at once. It was sometimes a lot to keep track of, but it made it a ton of fun.


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  #223  
Old May 30th, 2012, 02:56 PM
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Re: Killometer's maps ~ Isthmus added, Mauna Killa updated 5

Based off the feedback I've received for Mauna Killa in the BoV I've made some small but impactful changes to help melee units. The most important ones are that I've brought a lot of the jungle nearer to the hill to better protect units that are climbing, and I've made a few safe havens from lava on level four.




I also have a new map, Isthmus. It requires 1 RotV and 1 TJ, supports 1 fixed power glyph and 2 random tyreasure glyphs, and includes rules for Flood Tide trap.



I really like designing and playing on two hill maps, but I know they risk falling to a stalemate where each side controls a hill, and doesn't want to leave its safety, so I've been working on some design elements that will break that: split start zones make it more difficult for large armies to move all their unts to one hill (and the way they're set up, the right hill is stronger, but only a third of the SZ is near it), ruins and jungle help protect units moving towards an army camped on a hill, as does Valda, which specifically does not help an army that wants to camp, plus it's hidden from units parked on levels 4 and 5.


Last edited by Killometer : June 19th, 2012 at 07:18 PM.

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  #224  
Old June 19th, 2012, 05:24 PM
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Re: Killometer's maps ~ Perilous Paradise updated 6/19/12

A few small tweaks to Perilous Paradise-double space figs can now grab the lowest glyph, the superfluous lava plate on level 6 is removed making it easier for walkers to cross the hill, and some structural support has been added.



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  #225  
Old June 19th, 2012, 08:55 PM
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Re: Killometer's maps ~ Perilous Paradise updated 6/19/12

Hmm. You got me to print it, Killo. I only print BoV nominees and about 2-3 others a year. I'm intrigued by this one.


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  #226  
Old June 20th, 2012, 01:09 PM
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Re: Killometer's maps ~ Perilous Paradise updated 6/19/12

I'm glad I piqued your interest, 1Mmirg. I'd love to hear any feedback on it.


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