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Cartographers Choice - Mapmakers Personal Favorites

Darkmage7a

Is The Skullmaster
Site Supporter
I encourage everyone to post whatever maps they feel to be their personal best. This thread is intended to be a resource for everyone. Not every map will be of tournament quality and not every map will follow the strict rules of the BoV. Just a simple listing of your personal favorite maps that you designed.

It would be appreciated if post were limited to just maps and commentary was left on the posters personal map thread (so don't forget to include a link). This thread is likely going to become image intensive so it would be prudent to limit your selections to a maximum of 5 maps. Thank you.

I also recommend to you that rather than create additional post you simply update your original post and I will try to keep a record of the entered cartographer's names here with links to their post for easy searching.

Cartographers listed alphabetically. Last update 01/18/2013

1Mmirg
AliasQTip
Angear
Black Charos
Creationist
Darkmage7a
Dok
Dr. Weirdscaper
Fen Hydra
Habs1009
Kahrma
Kaiser Cat
Killercactus
Killer Lawnmower
Killometer
Kolakoski
Lamaclown
Lefton4ya
LUCKE13
Mad_Wookiee
Megasilver
Nadi
Nyys
Ollie
Retlaw
Robber
Rouby44
STAROCEAN980
Sup3rS0n1c
Tcglkn
Typhon2222
Velenne
Warlord Alpha
 
Re: Cartogrophers Choice - Mapmakers Personal Favorites

Don't walk, RUN v2.0 Req: 1 Rotv, 1 FotA, 1 VW
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A Stone's Throw Req: 1RotV


Cross Trails Req: 1 Rotv, 2 RttFF, 1 extra set of Ruins


Cross Trails v3.0 1RotV 2RttFF
 
Re: Cartogrophers Choice - Mapmakers Personal Favorites

Jungle of the Ancients
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Download is in my map thread which a link is located to in my sig.
 
Re: Cartogrophers Choice - Mapmakers Personal Favorites

Checkpoint
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Overheat
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Links are in the first post of my thread, located below.
 
Re: Cartogrophers Choice - Mapmakers Personal Favorites

Nice thread idea Darkmage7a.

Halo Of Ashes

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Theme song by Screaming Trees.

Two players, 400--600pt armies, 24-hex start zones, two random glyphs (optional), kill 'em all.
Required sets: SotM x1, VW x2, TJ x1.


Nuns Fret Not

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Theme sonnet by William Wordsworth.

Two players, 400--600 points, 24 hex start zones, two random glyphs, kill 'em all.
Required sets: RotV x1.


Halfway Up The Downs v2.3 (co-produced with Dok)

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Theme Song by Three Colours Red (OK, the link is a different (and better) song by the same band. For some reason youtube seems not to be completely up to date with album tracks from second rate British rock bands of the 1990s. Shocking.)

Two players, 400--600 points, 24 hex start zones, kill 'em all.
Required sets: RotV x1, SotM x1, RttFF x1.
 
Re: Cartogrophers Choice - Mapmakers Personal Favorites

Migol's Gate said:
Migol's Gate: Shadow, road, and stone intertwine in this BftU/FotA map.
migol%27s%20gate%20-%20overview_TVD.jpg

Acolarh's Trial said:
Acolarh's Trial: Uses 2 Dungeon sets, 1 Lava set, and a little bit of a castle set. A central raised platform covers a chaotic melee mayhem below.
overview_jAT.jpg

Hunkered and Bunkered said:
:star:Hunkered and Bunkered: Lots of cover and advanced maneuvering are a must! PDF Available!
normal_Hunkered_and_Bunkered.jpg

Obsidian Overwatch said:
Obsidan Overwatch: 1 RotV, 2 Lava, 2 Castle. Legal ladder jumping, lots of roads, crazy time!
ladder%20jumping%20castle%20draft_pgE.jpg

Marr Highway has had its own accolades by now so I'll omit that one.
 
Re: Cartogrophers Choice - Mapmakers Personal Favorites

AliasQTip's Personal Favorites


The Complex Battlefield


Hidden in a crag, on the side of a mountain, a secret complex of buildings lies shrouded in mystery. Virtually undetectable from the air due to the thick growth of evergreen trees and nearly inaccessible because of its location, this top secret base is staying classified – for now.

Required Sets: Rise of the Valkyrie Master Set, Fortress of the Archkyrie, and Road to the Forgotten Forest.
Footprint: 36" x 25"

File contains TWO scenarios and 20 Custom Weapon Cards!​


hs_hr2_914743.png

Secret Bases Battlefield


Long ago, the bridge over the wide and perilous Dracon River was once guarded by a pair of twin subterranean bases on either side. However, its security is now threatened by enemy occupation.

Required Sets: Rise of the Valkyrie Master Set, Road to the Forgotten Forrest, and Fortress of the Archkyrie.
Footprint: 32" x 18"


hs_hr2_914743.png

Quantum Entaglement Battlefield


Test Site: V51-3 / Location: Classified
During his earliest attempts to harness the power of the Wellsprings and bring heroes to Valhalla from across time, Vydar created the Phase-Space Device. Unfortunately this early experiment failed. Due to a peculiar and unexpected warping of the time-space continuum, the device was split; creating an echo of the device in a parallel dimension. With the device apparently lost, the project was abandoned and the area, forever in a state of temporal flux, was deemed extremely hazardous.

Required Sets: Rise of the Valkyrie Master Set
Footprint: 39" x 30"



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Feedback is always welcome!
For more battlefields, resources, etc. check out my thread:
AliasQTip's Exclusive Battlefields
 
Well, I am hardly a major cartographer, but I do enjoy making maps. Here is my favorite thus far. It takes a central King of the Hill game to a whole new level. Always fun; always unexpected.

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Flooded Temple II (revised)

The Temple of Shaajad is thought to house an amulet of great power buried amidst its mammoth foundational pillars--all that remains of the ancient temple today.

I recommend using two strong glyphs or the Wound Glyph and a Brandar to represent my Glyph of Mimicry.

Glyph of Mimicry: This glyph performs exactly like one other chosen glyph on the map field. However, if both this glyph and the other chosen glyph are occupied, both glyphs are negated and neither has any effect (until one is vacated again).

My goal was to create a map that actually uses the Castle set to have real height, while still be a relatively compact map and fair for melee units. Not easy, but I think this map fills the role. (I also did several redesigns to increase the use of double-hex units.)

I've seen Dwarves beat an Airborne Elite army and Orcs beat a Blasts/Glad army. The map has always been active and volatile. The Glyph of Mimicry adds unique field choices and helps a lower army have an increased chance of dislodging the upper army. The ladders and multiple paths to the top have allowed Dwarves or Gladiators enough options to dislodge AE or KMA up on top. All in all, good times!

A few interesting features:

* The start zones are simply all the grass areas on the lowest level.
* All castle heights have an adjacent water space below for a quick exit.
* I love the little spider caves by the glyphs.
* Exiting out of either side of your start zone can be effective. One side looks more obvious, but both are critical to map control, I've found.

Enjoy!

My other favorite is this map, modded from Velenne's Feylund Fountain. I love lava, I love hard choices, so I loved making this. :)

vfountainii_350.jpg


Volcarren Fountain II

It's nice to have some range on this map, but I've seen a TKN army go nuts on this map and crush a ranged army. The small size helps melee to compete. Fun stuff.

New 4/16/10: Underground Iceways

ice2_c4h.jpg


Many good battles on this map (1BftU, 1 TT, 1 FotA)

Another run at a BftU, TT, FotA map, this time much more spread out:

Icy Cavern 2 - see here for more info about it's features.

icy%20cavern2-1v_q02.jpg
 
Here are my favorite two:

First: Forgotten Highway
forgotten%20highways_WoZ.jpg

The swamps and jungle have over taken an old highway. Parts of the highway may still be usable, but other parts have sunken into the swampy water, been overgrown by plants, or covered by sand and silt in the recent flooding. Your troops have been assigned the honor of scouting the old highway and to determine if it is usable. Little do you know that the same assignment was given to your enemy's troops. The two of you meet in the middle of nowhere.

This map was nominated for BOV, but failed to get reviewed on a 3 to 3 vote. I know it's been used in a few tournament/game days. One nice feature is that it uses the road, but not the trees from RttFF. There are several good tournament maps that use the trees from RttFF but not the road, so you can use this map with those in tournaments and get "double usage" from your RttFF sets.

Second: Spring Thaw
gencon_map_2_wpN.jpg

This map was created for Rÿchean's Gencon map contest last year. It is "semi-symetrical"; that is, not completely symetrical, but still balanced in each sides ability to get high ground, glyphs, etc. This map has also been used in some tournament/game days. I've been working on and off for a while a second version of this map that makes the glyph behind the glacier a little easier to get to and also has a few other minor changes.

Here is a link to my map thread that includes these and others I have uploaded.
 
OK so I'm not a Major mapbuilder, but I do love my new map. I have tested the Ruins of Valhalla Capitol a few times with my dad and have seen mixed results, so I think it a a worthy map. (Due to being a Mac user I cannot make VirtualScape files)
Ruins of Valhalla Capitol
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Build Instructions
Just put castle wall pieces instead of the tall stacks of road tiles, and look at the images for battlement placement.
 
My favorite map of mine thus far:

The Fire Swamp (1x SotM, 1x VW, 2x TJ)

the_fire_swamp.jpg


There are some really tough choices to make when moving through the swamp (hey, no one has ever made it through alive, except Westley and Buttercup), and not a lot of safe hexes (and nearly all of the safe hexes are on low ground). The Flame Spurts (molten lava spaces) are strategically (or evilly, I guess) placed to force the action up onto the lava fields and Lightning Sand. Plus, those 4 Treasures out there (the Glyphs of Thorian are face-down, random Treasure glyphs) are just screaming to be picked up by some heroes, if they can shake off the Rodents of Unusual Size:

Rodents of Unusual Size
When your figure springs the trap of Rodents of Unusual Size, choose an opponent. That opponent may attack your figure with 4 attack dice. You may roll defense dice normally. The attack is considered to come from a Large figure.

Also, there is, of course, a special rule for the sand spaces, which are the Lightning Sand:

Lightning Sand
When your Small or Medium figure without either the Flying or Stealth Flying Special Power moves onto a sand space from a non-sand space, roll the twenty-sided die. If you roll a 1, that figure is destroyed. If you roll a 2-5, that figure receives one wound and must end their movement. If you roll a 6 or higher, nothing happens.
 
This is definitely my most innovative map, and has been a lot of fun to play in games past.

PDF Download (Tundra version)

PDF Download (Non-tundra version)

This map combines two innovative map features and boasts a game-play experience like no other.

The first of these features is the brainchild of White Noise, which he calls "A Practical Approach to Large Caves and Tunnels." The gist of his idea is that, in order to make a cavern area accessible, one can simply model that part of the map separately and let figures traverse between the two maps - Spaces on the separate cavern section are built to coincide with spaces on the main map, allowing one to act as if they are parts of the same landscape.

The second feature is my own idea, which involves the Heat-of-Battle scenario. In the standard form of this scenario, there are no designated start zones. To begin the game, players take turns placing one army card's worth of figures on the board until all figures are placed. Obviously, the metagame changes drastically in this scenario - melee figures skyrocket in playability and range suffers heavily.

My idea involves creating a hybrid of sorts by combining conventional start zones with a designated heat-of-battle zone. Players would have the option of placing their figures in their own start zone or in the neutral heat-of-battle zone. They would alternate placing one army card's worth of figures just like they would in the standard Heat-of-Battle scenario, except that not all sections of the map would be available for figure placement.

Combining these two features, I have produced this map titled "Cold Mountain." There is an alternate version that doesn't require the tundra set for those who don't own it. The tundra version (which I recommend for aesthetics and the slippery ice rule) requires 3 RotV, 2 RttFF, 1 FotA, and 1 TT. The non-tundra version requires the same sets minus Thaelek Tundra.

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Non-tundra version

tempmountain.jpg

Rouby's maps
 
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