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Crime Alley

Ericth74

Setting the Table for Super
Site Supporter
CRIME ALLEY

A C3G Competitive Map

Size: 26 x 33 inches




CrimeAlley.png


Tabletop Simulator Link

Download the PDF File/Pocket Mod



Required Terrain Sets

Spoiler Alert!


Required Terrain Count


Spoiler Alert!




SETUP:

This Map has 4 Cars that are Large Destructible Objects, 4 Barrel Medium Destructible Objects, and 4 Debris Destructible Objects.

The Warehouse Ruins have the wall piece and the platform removed.



SPECIAL RULES:

The Cars and Barrels are Destructible and have the Inorganic and Urban keywords.

Castle Walls may not be moved over.

You may not stand on top of the Warehouse Ruin.

“Every city has a seedy underbelly, Crime Alley is Gotham's.”

Resources and Rulings

• See this map's wiki page for strategies!

Credits

• Playtesters:


Updates

• N/A [/Spoiler]
 
Last edited by a moderator:
Looks good! The no flying over castle walls should help prevent too much start zone bombing on it. It's a pretty small map, so conflict should happen fast, but melee figures should have a chance since the startzones are so close to the action.

In the games you've played on it so far, have you felt there were any deadzones? I'm wondering how much action the area by the destructible walls has gotten?

The other question that I know you had as well, is whether or not the dumpsters are needed. For irl play, having one fewer set of DOs on it would be nice for setup as well.
 
Looks good! The no flying over castle walls should help prevent too much start zone bombing on it. It's a pretty small map, so conflict should happen fast, but melee figures should have a chance since the startzones are so close to the action.

In the games you've played on it so far, have you felt there were any deadzones? I'm wondering how much action the area by the destructible walls has gotten?

The other question that I know you had as well, is whether or not the dumpsters are needed. For irl play, having one fewer set of DOs on it would be nice for setup as well.

Yes, no flying over the walls.

No dead zones, warehouse area actually got quite a bit of play.

I'm thinking of replacing the dumpsters with another pillar or 2
 
We really need to 3D scan the warehouse ruin without the top part on. I can do that when I'm messing around with Grayskull later today. Do you want it with the destructible wall part in or out? I could do both if that's preferable.
 
We really need to 3D scan the warehouse ruin without the top part on. I can do that when I'm messing around with Grayskull later today. Do you want it with the destructible wall part in or out? I could do both if that's preferable.

That would be great. Without for this map
 
Noted. :up: The scanner app I have works about one sixth of the time, but I'll give it a shot if I can ever get baseless Grayskull done :p
 
Overall Look: Looks like a city alley

Stability: Very, nothing that is wobbly.

Build difficulty: Easy, goes together quickly.

Size: 26 inches x 33 inches

Unit types positively affected: Pretty even. The usual stuff, fast movers like it and Super Strength figures like the options of items to toss around.

Unit types negatively affected: Nothing really. Its small enough that slower figures get into the action quick enough.

Key areas on the Map: The height at the middle top and bottom. Many games end up right in the middle of the map too.

Areas not used much or at all: Small enough map that it all gets used.

Game 1:
Spoiler Alert!


Game 2:
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Game 3:
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Game 4:
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Game 5:
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Game 6:
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Final Thoughts: This map is a very straight forward that plays easy and hits well on theme. There is an even balance of throwable objects without over doing it. I feel like this map could become a playtesting staple as the action starts quickly and its fair for both ranged vs melee and walkers vs fliers. I'm happy with where it's ended up.
 
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST UNIT: CRIME ALLEY

Spoiler Alert!
The streets at the far end of the map north and south, as well as the area around the warehouse ruin are used a bit less.

Team Test
Map: CRIME ALLEY
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Man-E-Faces (150), Stratos (150), Battle Cat (200) (1000) vs Fantastic Four (1000)
Spoiler Alert!

___________________________________________________________​
Team Test
Map: CRIME ALLEY
Units: Sorceress (120), He-Man (320), Masters of the Universe Story Card (60), Stratos (150), Man-at-Arms (180), Teela (170) (1000) vs Skeletor (340), Evil-Lyn (160), Beastman (280), Shadow Beasts (220) (1000)
Spoiler Alert!

___________________________________________________________​

OVERALL IMPRESSIONS: The map definitely leads to quick combat, which melee figures like. The MotU were able to move quickly and smack around the enemy in their start zone. I thought it created a fast and dynamic game.
 
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