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Dignan's Maps - New Map 04/08/25

Re: Dignan's Maps - New Map 1/11/20

Dignan, a request for you! Could you list the five maps of yours that you think are the most balanced for standard two-person play? :D
 
Re: Dignan's Maps - New Map 1/11/20

Dignan, a request for you! Could you list the five maps of yours that you think are the most balanced for standard two-person play? :D

I can already tell you that will be a challenge to answer. We've been using a mix of BoV and Dignan's maps at the DFW tournaments since before the game was canceled. He has so many well balanced maps designed specifically for 2 player games that it's probably going to be hard to narrow it down to 5. I'm very interested to see what he lists out though if he does.
 
Re: Dignan's Maps - New Map 1/11/20

Dignan, a request for you! Could you list the five maps of yours that you think are the most balanced for standard two-person play? :D

Yeah, that's tough to say. Most of my maps are designed specifically for tournament play. It's probably easiest to remove the maps that are a little more extreme; maps that are asymmetrical like Grutsbane Pass or maps like Barrier and Guerilla that are trying to do something unusual.

The best ones for tournaments are probably the ones that line up best with what people expect to see in tournament maps. I think Tranquil is really solid. We've used it quite a bit lately. I love playing on Stalwart, but the set glyphs are a little unusual. Blaze and Guardian have both seen a bunch of tournament action with positive feedback. Trespasser is also a big favorite around here.
 
Re: Dignan's Maps - New Map 1/11/20

Dignan, a request for you! Could you list the five maps of yours that you think are the most balanced for standard two-person play? :D

Yeah, that's tough to say. Most of my maps are designed specifically for tournament play. It's probably easiest to remove the maps that are a little more extreme; maps that are asymmetrical like Grutsbane Pass or maps like Barrier and Guerilla that are trying to do something unusual.

The best ones for tournaments are probably the ones that line up best with what people expect to see in tournament maps. I think Tranquil is really solid. We've used it quite a bit lately. I love playing on Stalwart, but the set glyphs are a little unusual. Blaze and Guardian have both seen a bunch of tournament action with positive feedback. Trespasser is also a big favorite around here.
Oh great! So.....Tranquil, Stalwart, Blaze, Guardian, and Trespasser.

Yay, thanks. :toast:
 
Re: Dignan's Maps - New Map 1/11/20

Would you mind if I remix Cage Match at some point?
 
Re: Dignan's Maps - New Map 1/11/20

I'm planning to start with a pretty light touch; I'm not much of a cartographer so more than that would probably do more harm than good, ha ha.
 
Re: Dignan's Maps - New Map 9/3/22

Update 09/3/22

Damn! It's taken me WAY too long to post a new map. I've still be playing a ton, but just haven't uploaded a map in forever. Anyway, here is a fresh map. We've probably been gaming on this one for three months or so at this point. It's not for everyone with a Thorian glyph, but I really love the look on the table and the game play we've had with it. It is meant to be played with set glyphs, but you could go random on the outside.

Map: Reminiscence
Date Uploaded: 09/03/22
Requires: 1 RotV, 1 FotA, 1 TT (normal snow and ice)
remini_H22.jpg
 
Re: Dignan's Maps - New Map 9/3/22

That's a very pretty map
 
Re: Dignan's Maps - New Map 9/13/22

Update 09/13/22

Alright, time to crank out another map. As we are getting closer to NHSD over in here in Texas, I'm trying to get a few more maps up and out there. Here is the latest little guy that we've been running over at my place.

Map: Cinder
Date Uploaded: 09/13/22
Requires: 1 RotV, 1 FotA, 1 VW
cinder_A8A.jpg
 
Re: Dignan's Maps - New Map 9/13/22

FYI, there was a small error in the Cinder build instructions. I was missing a hex on level 4. Luckily Gamebear caught it. I've updated the file now.
 
Re: Dignan's Maps - New Map 9/13/22

Awesome looking map, Dignan!

You know, with all the VW maps you have, I'm shocked you can still find more fire-related titles to use!
 
Re: Dignan's Maps - New Map 9/13/22

Awesome looking map, Dignan!

You know, with all the VW maps you have, I'm shocked you can still find more fire-related titles to use!

Thanks. And yeah, I'm running out of fire-based names. I'll have to start looking elsewhere here soon.
 
Re: Dignan's Maps - New Map 9/13/22

Awesome looking map, Dignan!

You know, with all the VW maps you have, I'm shocked you can still find more fire-related titles to use!

Thanks. And yeah, I'm running out of fire-based names. I'll have to start looking elsewhere here soon.

Ember's Cross
Flame Spike
Sons of Fire (My bloodbowl team name)
Flickering Glow

Still a bunch to finish...you need more just ask!
 
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Re: Dignan's Maps - New Map 9/13/22

Would you mind if I remix Cage Match at some point?
This is my attempt to address the objections of the WoS judges (below) to Cage Match
Spoiler Alert!
TL;DR:

  • "this level 3 platform is too easy to hold... it’s too easy to block the level 3 platform access from your opponent"
  • "Thorian doesn’t apply to special attacks. So the screen + special attackers armies will have the advantage in pretty much any machup, and all they do is to stay on the platform."
  • "The biggest issue with the map is the two single-spaced dips in the road to level 2 - and, to a lesser extent, the two double-spaced dips on the other side."
  • "... the Thorian glyph [is] a very matchup-dependent glyph in addition to being very powerful"
--

To address these issues I raised the road so that is level 3 all the way around the entire map. I also removed Thorian and Astrid as hard-coded glyphs for the map, suggesting they be replaced with other strong glyphs instead. I also removed the swamp water dip along the outside edge of the map, making it easier to go around the sides.

As part of making the road level 3 all the way around, I also removed the level 4 road on the outer edges and replaced it with a single hex on level 4 in the middle of a 7-hex shape of road and sand.

To implement the various level-raising changes I did have to bring in a couple of extra 2-hex snow tiles. These are placeholders--I imagine most collections have some extras, since I know there were some waves that included extra tiles in booster packs. If no extra tiles are available, I believe that some leftover wall bases (of which this map leaves several) would also do the trick.

Finally, I removed a few battlements and added multiple ladders to make the map easier to traverse for melee armies.

--

We'll be using this version at our next several events to see how the changes play out. I did use a similar version at our previous event and liked the way the changes felt while staying true to the spirit of the map.

If @dok or @Foudzing would care to comment on these changes, I would appreciate their feedback.

--

But first, what do *you* think, @Dignan ?
 
Re: Dignan's Maps - New Map 9/13/22

Man, that looks pretty good. You've really taken their feedback and found good solutions with the map. It looks like you have kept the original idea behind the map intact and made it for fair from a tournament perspective.

Cage Match was always more of a novelty map from my perspective. I enjoyed it, but I knew it wasn't going to be for everyone. It's glyphs and arrangement were going to keep it a little too spicy for the average event and some matches would just fizzle. I really like how you've worked to make this map more universally consistent in its play. The only thing that is a possible negative is the glyph change. If you don't ensure that the center glyphs are the most powerful, the action on the edge could pull too much and lead to some less than stellar game play.

Otherwise, great job.
 
Re: Dignan's Maps - New Map 9/13/22

Thanks for the feedback. I really love the novelty of this map and I hope these changes make it good enough to start seeing regular tournament play. I really like seeing the bounds of what can be a tournament map pushed. Along the same lines it was Grutsbane Pass that inspired me to make Thaw, and I'll be playing around with that concept some more in the future.

I'll add a note about putting the strongest glyphs in the center of the map to the build instructions.
 
Re: Dignan's Maps - New Map 9/13/22

Would you mind if I remix Cage Match at some point?
This is my attempt to address the objections of the WoS judges (below) to Cage Match
Spoiler Alert!
TL;DR:

  • "this level 3 platform is too easy to hold... it’s too easy to block the level 3 platform access from your opponent"
  • "Thorian doesn’t apply to special attacks. So the screen + special attackers armies will have the advantage in pretty much any machup, and all they do is to stay on the platform."
  • "The biggest issue with the map is the two single-spaced dips in the road to level 2 - and, to a lesser extent, the two double-spaced dips on the other side."
  • "... the Thorian glyph [is] a very matchup-dependent glyph in addition to being very powerful"
--

To address these issues I raised the road so that is level 3 all the way around the entire map. I also removed Thorian and Astrid as hard-coded glyphs for the map, suggesting they be replaced with other strong glyphs instead. I also removed the swamp water dip along the outside edge of the map, making it easier to go around the sides.

As part of making the road level 3 all the way around, I also removed the level 4 road on the outer edges and replaced it with a single hex on level 4 in the middle of a 7-hex shape of road and sand.

To implement the various level-raising changes I did have to bring in a couple of extra 2-hex snow tiles. These are placeholders--I imagine most collections have some extras, since I know there were some waves that included extra tiles in booster packs. If no extra tiles are available, I believe that some leftover wall bases (of which this map leaves several) would also do the trick.

Finally, I removed a few battlements and added multiple ladders to make the map easier to traverse for melee armies.

--

We'll be using this version at our next several events to see how the changes play out. I did use a similar version at our previous event and liked the way the changes felt while staying true to the spirit of the map.

If @dok or @Foudzing would care to comment on these changes, I would appreciate their feedback.

--

But first, what do *you* think, @Dignan ?

Hello @caps ,your remix looks very good, I kinda want to review it again but I have no scape anymore and can only play online soi I need to do the top-down view etc...
If you are up to do some online playtesting hit me up!
 
Re: Dignan's Maps - New Map 9/13/22

Hello @caps ,your remix looks very good, I kinda want to review it again but I have no scape anymore and can only play online soi I need to do the top-down view etc...
If you are up to do some online playtesting hit me up!
I am planning to upload this map to my own map thread soon (with credit to @Dignan, assuming he gives his blessing for me posting it there) along with the .hsc. Right now the remix has nowhere to "live" so unless Dignan wants to post it here in his thread I think that makes sense.

I've never made an overhead before but I know that when you have the .hsc it is fairly straightforward? If you don't want to do it perhaps we could ask someone like superfrog to do it?

I'm glad you like the look of it!
 
Re: Dignan's Maps - New Map 9/13/22

I've never made an overhead before but I know that when you have the .hsc it is fairly straightforward? If you don't want to do it perhaps we could ask someone like superfrog to do it?

Neither did I, but I think it's pretty much just take a top-down screenshot, place the numbers and save as an image.

Yeah maybe, or maybe superfrog is bothered by other stuff I dunno.
 
Re: Dignan's Maps - New Map 9/13/22

Superfrog has offered to make the map. I just need to upload the final changes I made based on Dignan's comments above
 
Re: Dignan's Maps - New Map 9/13/22

Hello @caps ,your remix looks very good, I kinda want to review it again but I have no scape anymore and can only play online soi I need to do the top-down view etc...
If you are up to do some online playtesting hit me up!
I am planning to upload this map to my own map thread soon (with credit to @Dignan, assuming he gives his blessing for me posting it there) along with the .hsc. Right now the remix has nowhere to "live" so unless Dignan wants to post it here in his thread I think that makes sense.

Yeah, I think it makes sense to post remixes in the thread of the person who did the remix. I've done it that way with the map that I remixed and it makes sense.
 
Re: Dignan's Maps - New Map 3/17/23

Update 3/17/23

Here's one that has been on the table for some time. I've made some tweaks throughout the weeks we've been playing on it and I think I'm just about done. I've really enjoyed the oddities with this map. There is a lot of random ladder play involved and some interesting height advantages that are available here.

Map: Risky Outpost
Date Uploaded: 03/17/23
Requires: 1 SotM, 1 FotA, 1 VW, 1 TJ
riskyoutpost_njS.jpg
 
Re: Dignan's Maps - New Map 3/17/23

What a cool map!

It is interesting how the ladder towards the middle over lava creates a nice Raelin perch that, AFAICT, is only attackable by melee from lava (or perhaps from tall enough figures, through the battlement that faces the lone low-level swamp tile.

The level 6 ladder perches on the side could also be nice spots for Raelin.

Anyway, I really like the map! Very distinct aesthetically and looks like it has some pretty interesting gameplay.
 
Re: Dignan's Maps - New Map 3/17/23

What a cool map!

It is interesting how the ladder towards the middle over lava creates a nice Raelin perch that, AFAICT, is only attackable by melee from lava (or perhaps from tall enough figures, through the battlement that faces the lone low-level swamp tile.

The level 6 ladder perches on the side could also be nice spots for Raelin.

Anyway, I really like the map! Very distinct aesthetically and looks like it has some pretty interesting gameplay.

Thanks. Yeah, we've had a lot of weird ladder plays with this one. I'm not sure if everyone will enjoy it as much as we have, but it felt a lot different to play on than other maps.
 
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