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Dignan's Maps - New Map 08/17/24

Re: Dignan's Maps - New Map 3/17/23

Also, I'm experimenting with showing the startzones in my images better. Here is a test on one idea I had. Let me know if this is an improvement, feedback, etc.

riskyoutpost2_P1X.jpg
 
Re: Dignan's Maps - New Map 3/17/23

I love the look and feel of this map, Dignan. In particular, I love your use of ladders. Obviously, the two-rung ladders are cool, and allow for gaining height in unique ways. But I also love the subtle use of the single ladders; on a map with so much height variation, those really help figures climb a lot faster — both by reducing the number of moves to climb two levels and also allowing them to stop mid-climb.

And also, I gotta commend any map that uses the flag!
 
Re: Dignan's Maps - New Map 3/17/23

I love the look and feel of this map, Dignan. In particular, I love your use of ladders. Obviously, the two-rung ladders are cool, and allow for gaining height in unique ways. But I also love the subtle use of the single ladders; on a map with so much height variation, those really help figures climb a lot faster — both by reducing the number of moves to climb two levels and also allowing them to stop mid-climb.

And also, I gotta commend any map that uses the flag!

Thanks, man! Love to hear the feedback. The ladders are definitely key in helping keep movement on the map manageable. In general I tend to really like the possibilities that ladders can open up on maps.

And I always love adding a flag to my maps for the castle set. It just looks so cool.
 
Re: Dignan's Maps - New Map 3/17/23

Also, I'm experimenting with showing the startzones in my images better. Here is a test on one idea I had. Let me know if this is an improvement, feedback, etc.

riskyoutpost2_P1X.jpg
Yeah I think that's useful.
 
Re: Dignan's Maps - New Map 3/17/23

Risky outpost is in the map pool for our Peoria tourney this coming weekend...I'm excited to give it a go!
 
Re: Dignan's Maps - New Map 3/17/23

Risky outpost is in the map pool for our Peoria tourney this coming weekend...I'm excited to give it a go!

Awesome to hear! Let me know how it goes. I hope it serves you guys well.

By the way, some people might be annoyed with the single lava field hexes near the middle with the battlement on them. They can be a little loose in play. I didn't mind, but some people might. If you have issues with them knocking off their spot, you can put a ladder down the back toward the molten lava spot to hold them in place. It has basically no impact on gameplay and will keep them solidly in position.
 
Re: Dignan's Maps - New Map 6/16/23

Update 6/16/23

Finally got around to uploading another map. We used this one at the recent draft tournament and we've enjoyed having on the table for the past few months. After a little bit of tweaking, I think we finally have it running well. Hope you enjoy it.

Map: Respite
Date Uploaded: 06/16/23
Requires: 1 RotV, 1 BftU, 1 RttFF
respite_X0v.jpg
 
Re: Dignan's Maps - New Map 6/16/23

Update 6/16/23

Finally got around to uploading another map. We used this one at the recent draft tournament and we've enjoyed having on the table for the past few months. After a little bit of tweaking, I think we finally have it running well. Hope you enjoy it.

Map: Respite
Date Uploaded: 06/16/23
Requires: 1 RotV, 1 BftU, 1 RttFF
respite_X0v.jpg
Cool- very unique! I like the minor asymmetry you did with the big tree and the split 3-hex/1-hex outcrops.
 
Re: Dignan's Maps - New Map 10/19/23

Update 10/19/23

This map is probably my most revised map of all time. I've been working on a variation of this map since the summer. Now I have completely torn it down and started over several times, but this last iteration has gone through several different changes. We even played it last week at our NHSD tournament and I made additional changes after that. I think I just have to stop here before I tear it down again and start over.

Map: Verdant
Date Uploaded: 10/19/23
Requires: 1 RotV, 2 RttFF
verdant_nmk.jpg
 
Re: Dignan's Maps - New Map 10/19/23

Update 10/19/23

This map is probably my most revised map of all time. I've been working on a variation of this map since the summer. Now I have completely torn it down and started over several times, but this last iteration has gone through several different changes. We even played it last week at our NHSD tournament and I made additional changes after that. I think I just have to stop here before I tear it down again and start over.

Map: Verdant
Date Uploaded: 10/19/23
Requires: 1 RotV, 2 RttFF
verdant_nmk.jpg

Cool map. I like the ruin placement, and how the glyphs are kind of in their own private areas.

Although you are missing a grass two hex and water in the blue start zone, right now it’s only 22 spaces. I assume it’s supposed to be symmetric to green’s?
 
Re: Dignan's Maps - New Map 10/19/23

Although you are missing a grass two hex and water in the blue start zone, right now it’s only 22 spaces. I assume it’s supposed to be symmetric to green’s?

Thanks for the catch, I overlooked that start zone on Blue. I'll get that corrected.
 
Re: Dignan's Maps - New Map 10/19/23

Updated file has been uploaded. Thanks again for the catch, Cleon.
 
Re: Dignan's Maps - New Map 6/7

Update 6/7

Added a new single tundra and RotV map to the list. This one is slightly asymmetrical, but it's not noticeable during game play. I've been trying to get more out of each expansion lately and also use heavy snow more often. This one surprised a few of the playtesters in my group, as they didn't expect much when they sat down to this one. It's rather unassuming, but we've found the gameplay to be pretty compelling.

Map: Fissure
Date Uploaded: 6/07/09
Requires: 1 RotV, 1 TT - Heavy Snow, Normal Ice

fissure_809.jpg

Digging a bit into the wayback machine of your maps for this review...

We had a NorCal gameday last weekend. Killo Jr. picked Fissure to be one of the maps, since TT is the only expansion I (and therefore he) don't have. I defaulted onto it for my first match, and wasn't initially very enthused about that. It looked pretty small, the watery canyon looked like it would split play, and I like to move fast, so heavy snow is usually not my favorite.

Instead it was a fantastic, engaging map with lots of options. The heavy snow dominating height made it play bigger than it is, there are a myriad of pathing options to cut off or bypass opponents depending on goal, the interspersed ice tiles keep the low water from being too daunting to cross, well placed LoS blockers allow slow melee hiding places to leapfrog to engage range, and the fixed Valda is very attractive to help balance the snow penalty but not so important that it can't be situationally abandoned. My second match also ended up being on Fissure, and I had no complaint at all about playing it back-to-back. This is one of my favorite maps I've ever played on.

The only weakness I saw was that the 3 hex glacier doesn't seem 100% efficiently used on the edge of the map. I wonder if a low path around the outside would be possible and beneficial?

Killo Jr. is reading my review over my shoulder, and asked me to include " had a ton of fun on it also."
 
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Re: Dignan's Maps - New Map 6/7

Digging a bit into the wayback machine of your maps for this review...

We had a NorCal gameday last weekend. Killo Jr. picked Fissure to be one of the maps, since TT is the only expansion I (and therefore he) don't have. I defaulted onto it for my first match, and wasn't initially very enthused about that. It looked pretty small, the watery canyon looked like it would split play, and I like to move fast, so heavy snow is usually not my favorite.

Instead it was a fantastic, engaging map with lots of options. The heavy snow dominating height made it play bigger than it is, there are a myriad of pathing options to cut off or bypass opponents depending on goal, the interspersed ice tiles keep the low water from being too daunting to cross, well placed LoS blockers allow slow melee hiding places to leapfrog to engage range, and the fixed Valda is very attractive to help balance the snow penalty but not so important that it can't be situationally abandoned. My second match also ended up being on Fissure, and I had no complaint at all about playing it back-to-back. This is one of my favorite maps I've ever played on.

The only weakness I saw was that the 3 hex glacier doesn't seem 100% efficiently used on the edge of the map. I wonder if a low path around the outside would be possible and beneficial?

Killo Jr. is reading my review over my shoulder, and asked me to include " had a ton of fun on it also."


Hah! That's great, man. Thanks for the feedback on that map. I really appreciate your comments (and those from Killo Jr.). It's crazy, but some of the things you said line up directly with what I was trying to do with this map so many years ago. It sounds like a lot of my intent translated well and you guys had a good time with the map. Glad to hear that the map still holds up.

As for the 3 hex galcier, I'll have to take a closer look at the build and see what is possible. I've actually been going back and looking at some of my older maps, so I might need to take a look at this one as well.

Thanks again for the post.
 
Update 01/30/24

Here is the first map of the new year for me. I've been working on this one for a little while. It started when I rebuilt Fulcrum to take another look at it. I played on Fulcrum a few times and remembered some of the aspects of the map I really enjoyed. I then started thinking about using the same footprint and generating a new design. After messing around with the terrain a bit, I came to a layout that I really enjoyed. I really dig the feel that this map has and have really enjoyed the games on it.

Map: Deja Vu
Date Uploaded: 01/30/24
Requires: 1 RotV, 1 FotA, 1 TJ
dejavu_s15.jpg
 
Double Wannok?! haha, spicey!

Also, curious why you didn't make it symmetrical with the bushes? any particular reason?
 
I am a fan of the visual asymmetry! Raises the aesthetic of the map by a lot by doing a little. Really dig it.
 
Double Wannok?! haha, spicey!

Yeah, originally the map had no glyphs, but we found the play would just stagnate around the high ground on one side of the map. It felt like the map needed pull on both sides to really shine. With the double Wannok where they are, it feels like players have a strong reason to develop on both sides of the map.

Also, curious why you didn't make it symmetrical with the bushes? any particular reason?

As Shurrig said, I just did it to break of the visual symmetry of the map. I did the same thing with some of the rock and grass hexes just to make the map look a little more organic and less "fake".
 
I really like the Wannoks protected by Jungle. It gives that little extra impetus to engage the glyph holder, and softens range's ability to knock them off.

How often did you see bottlenecks at the level 3 road hex overlooking the centeal level 2 road "courtyard"? It seems like a pretty strong place from which to defend lateral movement.

Did you notice armies with Raelin I pulling to the right, especially ranged against melee armies? I notice the little perch right outside the start zone (single road for one army, single rock for the other) covers the two single level 4 hexes on that side.

Theoryscape nitpicks aside, it looks fun. Over the next month I was planning on doing some tourney army testing on maps from our pool, but I'm probably going to bump this one to the front of the queue.
 
I really like the Wannoks protected by Jungle. It gives that little extra impetus to engage the glyph holder, and softens range's ability to knock them off.

Yeah, the glyph location and the map overall definitely feels like it gives melee a nice boost. Normally I don't protect glyphs with jungle, but it has led to some interesting plays on this map. I've seen ranged units get pulled across the map to engage the wannok glyph on the other side. I like that interplay as it exposes the range and accelerates the aggression. I like anything that pulls figures across the map.

How often did you see bottlenecks at the level 3 road hex overlooking the centeal level 2 road "courtyard"? It seems like a pretty strong place from which to defend lateral movement.

I tested an iteration with the glyphs a little more central and there was definately some bottlenecks in the middle. Moving the glyphs over and allowing them to be engaged from the higher platforms seemed to open things up. This first iteration had no glyphs and the gameplay tended to stagnate to whichever side the ranged army chose to camp on. The current location seemed to give the best combination of action in the middle and the sides. I was really trying to get armies to engage across the entire map.

Did you notice armies with Raelin I pulling to the right, especially ranged against melee armies? I notice the little perch right outside the start zone (single road for one army, single rock for the other) covers the two single level 4 hexes on that side.

I can't say I've played enough games on this with and against Raelin armies to notice any trends with the ideal perch. The small level 2 perch has led to some interesting things and overall I've enjoyed its inclusion. It has allowed players who have had their start zone overrun to make some last stands with their heroes. So itt has created some late game drama without being too impactful on the early game.

The development of ranged armies (or melee for that matter) up the right feels a little slower than up the left. But the level 4 placement feels right with this in mind. You want to move up the right, but can flow somewhat quicker up the left. It's been interesting to see how melee armies have attacked the right hand high ground. Commonly there is a pincer attack from both the right and left because you are able to quickly flow up the left.

Theoryscape nitpicks aside, it looks fun. Over the next month I was planning on doing some tourney army testing on maps from our pool, but I'm probably going to bump this one to the front of the queue.

Awesome, let me know what you think. I've really enjoyed this one. It feels very frantic and deadly.
 
@Dignan Just came to say that I very like your new map Déja vu! Very orignal (wannoks avalaible from startzone!) map, the range melee machup seems very balanced, extremly fast map. Love it!
We played with Yngwild(disengage+Wannok) glyphs but I really think the double Wannok you suggested would be better.
The only downside I would notice is if the armies are low figure count, the fight might concentrate on one half of the map, especially if some auras are in play, but not really something you can prevent, esp on a 2 hills map, if players really want to pod they will pod.
 
@Dignan Just came to say that I very like your new map Déja vu! Very orignal (wannoks avalaible from startzone!) map, the range melee machup seems very balanced, extremly fast map. Love it!

We played with Yngwild(disengage+Wannok) glyphs but I really think the double Wannok you suggested would be better.

The only downside I would notice is if the armies are low figure count, the fight might concentrate on one half of the map, especially if some auras are in play, but not really something you can prevent, esp on a 2 hills map, if players really want to pod they will pod.

Thanks for the feedback, Foudzing. It's always great to hear the perspective of other players. Your experience mirrors what we saw down here in Texas. It's been a bloody and vicious map that plays quick and dangerous. It feels like there is always a way to pressure your opponent. We've really enjoyed our games on it, glad to hear you have too!
 
I've playtested on Deja Vu several times now (4-5?). Overall, I like it as well...that said, there's one feature I'm not fond of because of the potential abuse of it. That said, I'll reserve the right to hold that comment until after the tourney in Peoria this weekend...cause...I might just use it :p
 
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