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Flash_19's Maps: More New Stuff

Flash_19

Frank Lloyd Wright of Scape
Welcome to my map thread! Feel free to share any feedback you have. :D

Newest Maps and Recently Revised


Eltania:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
eltania_original.jpg

Spoiler Alert!


Embattled Dungeon:
Requires 2x BftU, 1x FoA
Redux of Embattled Fen by GameBear
embattleddungeon_83353_original.jpg


Haukeland Marsh:
Requires 1x RotV, 1x RttFF, 1x TJ
haukelandmarsh_v3_original.jpg


Incursion:
Requires 1x SotM, 1x FoA,1x TJ
Redux of Invasion by LongHeroscaper
incursion_775105_original.jpg


Invested:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
invested_original.jpg

Spoiler Alert!


Mist and Shadow:
Requires 2x BftU, 1x TT
mistandshadow_v2_original.jpg


Withering Pines:
Requires 1x RotV, 1x VW, 1x RttFF
witheringpines_v4_original.jpg



***** Best Maps *****

Aeon - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x RttFF
wzj7kzfttcbldii6g.jpg


Alta
Requires 2x M:TCB, 1x BftU, 1x RttFF
alta_original.jpg


Ascension:
Requires 1x RotV, 1x TT
rlm1b1pa23rejxd6g.jpg


Battlefield 23 - Inducted into Wargrounds of Scape and the ARV
Requires 1 RotV, 1 FoA, 1 TJ
qi4suqpwc6lp43d6g.jpg

Backstory
Spoiler Alert!

Desolation - Inducted into Wargrounds of Scape
Requires 2x SotM, 1x TJ
desolation_v5_original.jpg


Frostmire
Requires 1 SotM, 1 TT, 1 TJ
frostmire_v3_original.jpg

Previous Version
Spoiler Alert!


Honor - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x TT, 1x FoA
honor_v2_original.jpg


Mist and Shadow:
Requires 2x BftU, 1x TT
mistandshadow_v2_original.jpg

Previous Version
Spoiler Alert!


Origin: - Inducted into Wargrounds of Scape
Requires 1x RotV
ctu0tk2ft1alnmi6g.jpg


Venom: - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x RttFF, 1x TJ
4zyh36fkzaavvdr6g.jpg




Other 2-Player Maps
Spoiler Alert!


Multiplayer Maps
Spoiler Alert!


Scenario and Alternate Format Maps
Spoiler Alert!


Maps for Reworking / Pile of Shame
Spoiler Alert!
 
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Re: Flash_19's Maps & Scenarios

Would you like some help?

EDIT: make sure you have the image link and then just use the coding [img]www.imagelink.com[/img]
 
Re: Flash_19's Maps & Scenarios

Would you like some help?

EDIT: make sure you have the image link and then just use the coding [img]www.imagelink.com[/img]

Yes I would. :) Thanks. Just sent a PM to @Leaf_It asking for help. Can you link to pictures stored on google drive?
 
Re: Flash_19's Maps & Scenarios

Would you like some help?

EDIT: make sure you have the image link and then just use the coding [img]www.imagelink.com[/img]

Yes I would. :) Thanks. Just sent a PM to @Leaf_It asking for help. Can you link to pictures stored on google drive?

You can link to Google+ images...but some browsers can't see those links, so I stayed away from using them. You can use Mediafire though...that's a free online photo storage website. Just sign up there and then you can directly link the image here.
 
Re: Flash_19's Maps & Scenarios

Would you like some help?

EDIT: make sure you have the image link and then just use the coding [img]www.imagelink.com[/img]

Yes I would. :) Thanks. Just sent a PM to @Leaf_It asking for help. Can you link to pictures stored on google drive?

You can link to Google+ images...but some browsers can't see those links, so I stayed away from using them. You can use Mediafire though...that's a free online photo storage website. Just sign up there and then you can directly link the image here.

Awesome. I'll do that. Thanks for your help.

EDIT: I'm excited to get some maps for the ARV contest up here!
 
Re: Flash_19's Maps & Scenarios

I love that you're making three players maps. I agree that there's a significant shortage of them. Have you considered making maps with fewer terrain requirements? That first map requires 3 RotV, FotA, TT, and RttFF, which is quite a lot for one map. It would be really cool to see what you could do with more typical building constraints.
 
Re: Flash_19's Maps & Scenarios

I love that you're making three players maps. I agree that there's a significant shortage of them. Have you considered making maps with fewer terrain requirements? That first map requires 3 RotV, FotA, TT, and RttFF, which is quite a lot for one map. It would be really cool to see what you could do with more typical building constraints.
Agreed.

To help with constraining yourself to specific sets, when you are in Virtualscape, At the top, click "Configuration", then select "Available Material". In the new Dialog menu that appears, at the bottom, hit the reset button. Then along the bottom you will see buttons for each set of terrain. Click each one once for however many of that set you would like to use. Now when you select as piece of terrain, you'll notice that there's a number of pieces you can use to tell how many you can use before you exceed the set limits. The program lets you go past these limit's, but it's helpful to see what you have available.
 
Re: Flash_19's Maps & Scenarios

I love that you're making three players maps. I agree that there's a significant shortage of them. Have you considered making maps with fewer terrain requirements? That first map requires 3 RotV, FotA, TT, and RttFF, which is quite a lot for one map. It would be really cool to see what you could do with more typical building constraints.

I appreciate your feedback! It's easy to get caught up in the terrain that you have and forget that other people might be more limited. So, yeah! I'll definitely see what I can do to reduce the terrain requirements. I could easily see this map reduced by 1 ROTV and 1-2 RTTFF (Using pillars instead of trees), and by switching out some of the sand tiles in the start zones.

Glad I'm not the only one who thinks we need more 3 player maps. :)
 
Re: Flash_19's Maps & Scenarios

I love that you're making three players maps. I agree that there's a significant shortage of them. Have you considered making maps with fewer terrain requirements? That first map requires 3 RotV, FotA, TT, and RttFF, which is quite a lot for one map. It would be really cool to see what you could do with more typical building constraints.
Agreed.

To help with constraining yourself to specific sets, when you are in Virtualscape, At the top, click "Configuration", then select "Available Material". In the new Dialog menu that appears, at the bottom, hit the reset button. Then along the bottom you will see buttons for each set of terrain. Click each one once for however many of that set you would like to use. Now when you select as piece of terrain, you'll notice that there's a number of pieces you can use to tell how many you can use before you exceed the set limits. The program lets you go past these limit's, but it's helpful to see what you have available.

Once again, you haven't let me down. Thanks for teaching me something else I didn't know about Virtualscape. That's a great idea.

Oh, and thanks for your response to the pm I sent earlier.
 
Re: Flash_19's Maps & Scenarios

Jandar's Summoning Circle
LOVE. THIS. MAP. I'm trying to find issues with it, but I just keep finding things I love about it! So thematic, so well executed with that theme and balanced all at the same time. Both power glyphs are with 2 activations of 5 and 6 move figures. Check. The summoning glyph is SO thematic and fun, it's easily accessible and as you mentioned, that position is (with the LoS blockers) easily contested. the valda glyph will hard a charge on the hill if need be, and it just looks like a solid map. I also like the power glyphs on the edges because it'll force opponents to come off the central height to contest them if they want the bonus or if they want you off of it...and having Valda to help you rush the height will cause fits for any pod armies. No concerns here...other than maybe the freestanding 1-hex dungeon rocks. If I'm not mistaken, I they need to be attached to the side of a hex...or is that just the Ticalla Jungle expansion? @BiggaBullfrog do you know?

Oh also, please provide the backstory :) Would love to read where you received the inspiration for the map.

Ruins of Rennoc
I really like this map! Very cool design and I think well executed.

Couple notes:
- interesting use of road, but I like it. The map is already relatively low and short, so movement across the center is already fast, so the road provides an interesting, faster lateral movement, though I don't know how practical that will be in gameplay since the lateral movement is all on low grown (except for a couple pieces on the edges) just outside the startzone.
-The Aesthetics of this map are beautiful...I like it the more I look at it
-Jalgard (Def +2) is broken...please remove it. I doubt others will disagree. Even on lava, a temporary bonus of +2 def is just too powerful. Gerda (def +1) would do just fine and I think still accomplish what you're looking for here.
- One concern might be that range can take some good height turn one and even better height by turn 2, while also taking some nice shots at oncoming troops (due to the openness of the center), BUT I feel that the center is low enough and designed well enough to warrant quick and easy development for melee to charge up to range. You'll never have perfect cover or positioning as melee vs range...and while openness here helps range...I think melee will be able to move fast enough to be okay (and if they control the defense glyph, that also helps)
- add a backstory, would love to see where you got the inspiration for this map

Overall, very well done. I love this map!

Both maps look great, I don't see any major, blaring issues that need reworking. Just the minor glyph change for Ruins of Rennoc and I think that's really it... overall I think you've designed some solid maps.
 
Re: Flash_19's Maps & Scenarios

Awesome to see you sharing maps with the community Flash! They look really good for your first few; I'm impressed!

Jandar's Summoning Circle:

In response to Sir H's question, there's no special rule for building with rock outcrops, so your use of them as standalones is more than fine.

Looks like a solid and intriguing build overall. I am going to disagree about the Summoning glyph, though. I don't feel like it's a good glyph for tournament use. One concern is, as you mention, Q9. The problem here is that in two turns you can have Q9 on the highest ground surrounded by Rats on turn 2. Normally it will take Q9 three turns to get up there, on top of the turns used to screen with Rats. Even with the map using road and LoS blockers to try to mitigate that strength, that's a huge strength I would take any day. Another concern is using Greenscales and a Dragon to claim the high ground and summon Raelin to back them up. One of the few weaknesses of these pod armies is the time it takes for them to get set up, and the Summong glyph is going to get rid of that.

Another mark against the Summoning glyph in my book is how it can screw up an opponent's army. You can use it to summon their Spartacus, Kato, Kurrok, Raelin, Kantono, Master Lao Xin, etc. and completely wreck their army. So while I like the glyph thematically and think it would make for great casual/scenario play, I would advocate against its use competitively with only very rare exceptions, if any.

But beyond that, the build is really good. LoS blockers are being used really well to protect glyphs and advancing units to keep that central high ground from being the only focal point of the map. Action will be spread out and there is ample opportunity for skirmishing in addition to a tough fight for the top. I like it!

One more concern I noticed: it looks like a lot of the terrain available to you in the sets you've included is going unused, especially from the BftU. While not a huge deal, it's always nice from a tournament director's stance if the terrain is used efficiently when they're putting things together. If possible, I would look at changing the BftU into a different set and seeing if you can't get better mileage out of it, since all you need are some LoS blockers and supporting hexes. TT could work, and I think Jandar's stuff is pretty close to Thaelenk anyway IIRC, or possibly even RttFF if you can use road underneath the top layers to free up hexes to replace those that will be lost in the Start Zone. Even if you don't use all the trees/glaciers if you go that way, I feel like it will feel like a better use of the sets than just a fraction of BftU.

Ruins of Rennoc:

I really like this one. It's got some interesting pathing going on and it looks like a fun skirmish. LoS blockers are again doing a good job of segregating the map into "zones" for the action to happen in.

Like Sir H said, Jalgard is just way too good, and the lava won't balance that enough. Giving Raelin to your whole army is really strong. Gerda should be fine there in the middle.

The road is intriguing. I'm not convinced that it's being put to its best use, but the map is small enough from Start Zone to Start Zone that you don't really need its bonus there. It's definitely something I'm willing to try out.

Aesthetically it just looks great. Good job on creating this landmark from the compendium!


Side note for the maps: technically according to our by-laws, when you submit maps to the contest they need to use different master sets, and both of these use RotV, meaning they both can't be submitted together (right @Sir Heroscape ?). Which is rough because they're both really good and I'd be excited to play on both.
 
Re: Flash_19's Maps & Scenarios

Yes @BiggaBullfrog you are correct...the summoning glyph here will be a major bonus for those podding armies and a huge killer for those armies dependent on certain heroes. I was just so excited about the build and the theme, I didn’t take enough time to consider that point. Simply removing the glyph will still make for a great map build.

Regarding the use of RotV twice for both submissions...yes Bigga you are correct that according to our rules for the contest RotV currently can only be used in one of the submissions. Though, this is a point I think I’ll be bringing up in our private forum for discussion.
 
Re: Flash_19's Maps & Scenarios

Yes @BiggaBullfrog you are correct...the summoning glyph here will be a major bonus for those podding armies and a huge killer for those armies dependent on certain heroes. I was just so excited about the build and the theme, I didn’t take enough time to consider that point. Simply removing the glyph will still make for a great map build.

Regarding the use of RotV twice for both submissions...yes Bigga you are correct that according to our rules for the contest RotV currently can only be used in one of the submissions. Though, this is a point I think I’ll be bringing up in our private forum for discussion.

Thank you so much for your feedback @Sir Heroscape and @BiggaBullfrog! I appreciate it very much.

While part of me aches a little inside to say it, yes, I agree with you about the Summoning glyph on Jandar's Summoning Circle. It's just so thematic! But you make a solid point. I will most definitely use it in casual games though. So if it's okay, I'l leave it in the build instructions, but make a note to remove it for tournament play - dependent of course on if the map is deemed suitable for tournament play.

I will most definitely get the back stories up - thanks for the reminder.

Glad to hear you both think the glyph of Gerda could be effectively used to replace Jalgaard on Ruins of Rennoc. I will make that change.

Lastly, that was kinda a downer about the use of master sets, but it is the rules so I'll create another map to submit unless you guys decide to change that rule. But, under the current rules, I would also not be able to submit the one I don't use to a future contest, correct? So of the two, which would you say is the better submission?
 
Re: Flash_19's Maps & Scenarios

Darn... you're giving me a run fore my money. I'm going to have to up my game, these maps are just too good.
 
Re: Flash_19's Maps & Scenarios

Darn... you're giving me a run fore my money. I'm going to have to up my game, these maps are just too good.

That's very kind of you. But I've seen one of the maps you're submitting - and I liked it a lot. So I wouldn't put it that way. :) It'll be fun to see all the maps and what happens!
 
Re: Flash_19's Maps & Scenarios

Those both look super awesome. I especially like summoning circle . great work on these.
 
Re: Flash_19's Maps & Scenarios

Those both look super awesome. I especially like summoning circle . great work on these.

Thanks Trex! You are a former ARV judge right? feel free to lay on any other feedback you might have. Bet I could guess the first one - you want me to incorporate Wannok into both of them, eh?

#justiceForFenHydras
 
Re: Flash_19's Maps & Scenarios

@Sir Heroscape and @BiggaBullfrog:

I've been tinkering with some changes to Ruins of Rennoc that I wanted to run past you.
(again - thanks for taking the time to repond to these requests for feedback)
Spoiler Alert!
 
Re: Flash_19's Maps & Scenarios

@Sir Heroscape and @BiggaBullfrog:

I've been tinkering with some changes to Ruins of Rennoc that I wanted to run past you.
(again - thanks for taking the time to repond to these requests for feedback)
Spoiler Alert!

Would you mind pointing out the changes? I’m not sure I can see a difference...all I know is I liked your original a lot. Also include why you made the changes were made (cause I’d like to know if they were completely necessary.)
 
Re: Flash_19's Maps & Scenarios

@Sir Heroscape and @BiggaBullfrog:

I've been tinkering with some changes to Ruins of Rennoc that I wanted to run past you.
(again - thanks for taking the time to repond to these requests for feedback)
Spoiler Alert!

Would you mind pointing out the changes? I’m not sure I can see a difference...all I know is I liked your original a lot. Also include why you made the changes were made (cause I’d like to know if they were completely necessary.)

The changes were at the bottom of the spoiler. Unless you wanted a little more detail on why I made them. A couple were definitely aesthetic - I just thought they looked better. But the two most important ones had to do with providing a little more cover in the middle of the map (which you had hinted might be a slight concern, and I agreed after physically building the map) and improving the flow of the right side out of the start zone by getting rid of that kind of awkward single hex that seemed to hinder movement, and lifting part of the road up a level to help it be a little more useful with getting to higher ground.
 
Re: Flash_19's Maps & Scenarios

@Sir Heroscape and @BiggaBullfrog:

I've been tinkering with some changes to Ruins of Rennoc that I wanted to run past you.
(again - thanks for taking the time to repond to these requests for feedback)
Spoiler Alert!

Would you mind pointing out the changes? I’m not sure I can see a difference...all I know is I liked your original a lot. Also include why you made the changes were made (cause I’d like to know if they were completely necessary.)

The changes were at the bottom of the spoiler. Unless you wanted a little more detail on why I made them. A couple were definitely aesthetic - I just thought they looked better. But the two most important ones had to do with providing a little more cover in the middle of the map (which you had hinted might be a slight concern, and I agreed after physically building the map) and improving the flow of the right side out of the start zone by getting rid of that kind of awkward single hex that seemed to hinder movement, and lifting part of the road up a level to help it be a little more useful with getting to higher ground.

Wow haha...not sure how I missed your points at the bottom of the spoiler lol oops. That's perfect. Thanks for pointing those out.

EDIT: I like the changes. Agreed that single-hex choke point is prime real estate for camping a rat or two while shooting over the top (or another other screen/range army)...but you might be right about it not being too concerning. You might run a game or two on it as is, specifically trying to utilize that choke point in a range vs melee battle and see if it seems too advantageous for range campers. You'll be able to tell pretty quick if melee struggles to route the opponent and contest the position.
 
Re: Flash_19's Maps & Scenarios

I'm not too worried about that choke-point with the new pillar. It was already a chokepoint because the space used to be lava, and you can only very slightly move through that more easily than a pillar. ;) It's just more noticeable now. Overall I think your changes are probably good. I'll admit that I have a very mild preference for the original version, but that might be due to some kind of weird attachment, because I have absolutely no good reason to mildly prefer it.
 
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