Flash_19
Frank Lloyd Wright of Scape
Welcome to my map thread! Feel free to share any feedback you have.
Eltania:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
Embattled Dungeon:
Requires 2x BftU, 1x FoA
Redux of Embattled Fen by GameBear
Haukeland Marsh:
Requires 1x RotV, 1x RttFF, 1x TJ
Incursion:
Requires 1x SotM, 1x FoA,1x TJ
Redux of Invasion by LongHeroscaper
Invested:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
Mist and Shadow:
Requires 2x BftU, 1x TT
Withering Pines:
Requires 1x RotV, 1x VW, 1x RttFF
Aeon - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x RttFF
Alta
Requires 2x M:TCB, 1x BftU, 1x RttFF
Ascension:
Requires 1x RotV, 1x TT
Battlefield 23 - Inducted into Wargrounds of Scape and the ARV
Requires 1 RotV, 1 FoA, 1 TJ
Backstory
Desolation - Inducted into Wargrounds of Scape
Requires 2x SotM, 1x TJ
Frostmire
Requires 1 SotM, 1 TT, 1 TJ
Previous Version
Honor - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x TT, 1x FoA
Mist and Shadow:
Requires 2x BftU, 1x TT
Previous Version
Origin: - Inducted into Wargrounds of Scape
Requires 1x RotV
Venom: - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x RttFF, 1x TJ
Newest Maps and Recently Revised
Eltania:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
Spoiler Alert!
I should also mention that pieces from FoA were used to represent the wall pieces in AoA. Hopefully it is intuitive where things go (pillars adjacent to each other should be connected, etc.) Battlements were used to represent the larger wall piece connecting the two pillars.
Embattled Dungeon:
Requires 2x BftU, 1x FoA
Redux of Embattled Fen by GameBear
Haukeland Marsh:
Requires 1x RotV, 1x RttFF, 1x TJ
Incursion:
Requires 1x SotM, 1x FoA,1x TJ
Redux of Invasion by LongHeroscaper
Invested:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
Spoiler Alert!
I should also mention that pieces from FoA were used to represent the wall pieces in AoA. Hopefully it is intuitive where things go (pillars adjacent to each other should be connected, etc.) Battlements were used to represent the larger wall piece connecting the two pillars.
Mist and Shadow:
Requires 2x BftU, 1x TT
Withering Pines:
Requires 1x RotV, 1x VW, 1x RttFF
***** Best Maps *****
Aeon - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x RttFF
Alta
Requires 2x M:TCB, 1x BftU, 1x RttFF
Ascension:
Requires 1x RotV, 1x TT
Battlefield 23 - Inducted into Wargrounds of Scape and the ARV
Requires 1 RotV, 1 FoA, 1 TJ
Backstory
Spoiler Alert!
Crack.
Agent Derek West turned and leveled his rifle towards the subtle sound of a branch breaking. The noise had apparently come from the clump of brush that now lay directly in front of him. With the rifle sights focused on the thick brush, he methodically picked his way across sand and rock towards the source of the noise, eyes and ears straining in the darkness for anything that seemed amiss.
There was nothing there.
A small fire nearby crackled and sputtered as bits of ash rose into the sky. Surrounding the fire were the other members of strike team Omega, a team consisting of 8 squads of Microcorp Agents en route to Ticalla. The team had been tasked with the delivery of as many extra weapons and supplies as they could efficiently carry for Vydar’s troops that were stationed there.
“Omega 9, you’ve moved from your post. Check in. Over.” The voice of his squad leader, Special Agent Jacobs, sounded in West’s earpiece.
“Roger, Omega 1. I thought I heard something. Request permission to make rounds over the perimeter. Over.”
“Permission granted. Check in upon completion. Over and out.”
West cautiously ventured out further from the camp into the darkness of the night. It was cool and clear that evening, and the dim light from the stars was enough to get a clear view of the land around. Thick underbrush dotted the grassy fields around the camp, which had been set up in between the crumbling stone walls of an outpost long abandoned. West had been along this pathway into Ticalla before. The team was nearing the edge of the jungle, and the brush was starting to grow denser. This would be the last breath of cool air before the warm, stiff air of Ticalla encircled them.
A shadow moved in the darkness.
West immediately swung his rifle towards the perceived direction of the shadow, his finger hovering over the trigger. Nothing. He waited, peering down the sights of the rifle, while the pounding of his own heartbeat sounded in his ears. Slowly, he began to inch backwards towards a large bush behind him, trying not to make a sound, but certain whatever the shadow was could hear the thumping of his heart.
He jumped as the sound of shouting and gunfire filled the air. Shots were being fired behind him at the camp. He looked back, trying to see through branches and leaves but he couldn’t make out what was happening. Mind racing, he glanced back towards where the shadow in the dark had been. There, a few feet above the ground, he could make out a pair of red eyes peering back at him. Off in the distance, a chorus of howls filled the night air – standing out above the flurry of noise from the camp. Suppressing the panic growing inside him, he breathed out slightly and squeezed the trigger, sights focused between the glowing eyes. The three round burst found its mark, and the red eyes sank to the ground while slowly flickering out.
A shrill howl came from his left, and West turned in time to see three large Deathstalkers barreling across the field towards him. Light glinted off bits of metal and wind blew through scraggly fur as the creatures raced towards him. Compared to them, he seemed to move in slow motion. Driven by sheer instinct, West raised his rifle, and sent three rounds into the shoulder of the leading wolf. It yelped and dropped to the ground with a crash of grinding metal.
The other two were mere seconds away. Agent West desperately pulled the trigger again and again, but they kept coming. After what seemed like ages, another of the creatures finally skidded to a halt on the ground as the final Deathstalker lunged towards him, teeth bared and red eyes flashing. He brought his rifle up, clutching it in both hands. He tried to swipe at the beast’s head, but felt it hit him as all went black.
* * *
His head was throbbing. It felt as if it had split open. Lifting a hand to his forehead, West tried to gently feel for the wound, but dried blood crusting his forehead prevented him from knowing how large the wound was.
He was lying face up on the ground. The brightness of the sun overhead somehow blinding him, even with his eyes closed. Suddenly, memories of the attacking Deathstalkers returned, and he bolted upright. A terrible mistake. Sharp pain shot through his head, and he gritted his teeth while slowly opening up his eyes.
It was a clear sunny day, and a light breeze whispered through the blades of grass. But the dead bodies of Deathstalkers sprawled across the ground plagued the serene sight. He needed to get moving. There didn’t seem to be any pain in his legs, so he tried to stand up. Everything seemed to be working okay, and as long as he moved slowly the pain in his head felt manageable. After bending down to pick up his rifle, he made his way carefully towards the camp.
The ground was littered with the corpses of dead Deathstalkers. And amid the fur and metal…
Deep breaths, West. Deep breaths.
He choked out a sob while trying to hold his emotions in check. Slowly and painstakingly, he moved between the bodies of his twenty-three teammates, counting each one and checking to see if any of them had made it. After wandering towards the outskirts of the camp, he counted the last one. His squad leader, Special Agent Jacobs, lay face up - eyes staring sightlessly into the sky. As he reached down to check for a pulse, he noticed two medium sized stones clutched in his hands. The stones had strange markings on them, and they felt unnaturally warm to his touch. It almost seemed as if they were… alive. Some sort of power or life surged through them. What on Valhalla? When he tried to pick them up, he was shocked at their incredible weight. He could barely manage to carry them. What are these, why did Jacobs have them, and how was he able to carry them?
The seeming problem gave him something to focus on instead of his grief. Agent West had to do something with those stones - he could sense that they were valuable. But what? He wouldn’t be able to carry them both back. He looked around for anything that might give some indication of what to do. A large scrap of metal that had somehow become detached from a Deathstalker lay a few feet away.
Using the jagged piece of metal, he dug twin holes in the ground on either side of the camp. It seemed foolish to him when he thought about it, but perhaps the extra work of separating the two would insure that one of them would remain a secret until Vydar’s troops could reclaim them. Vydar would want these back. He was sure of it. The ground was hard and rocky, and with only his improvised shovel, work was slow going. After digging for what seemed like hours, West placed the stones into the holes, filled the holes with dirt, and covered the broken earth with large stone slabs he had found next to the walls surrounding the camp. Hopefully it would be enough.
It was time to go. But, there was one thing left to do. West walked over to one of the trees that had been in the center of the camp, pulling out the combat knife that he wore strapped at his waist. Blinking back a tear, he cut into the bark of the tree - carefully controlling the movement of the blade as he carved the words and numbers. A few minutes later, he had finished.
“In honor of 23.”
Agent Derek West turned and leveled his rifle towards the subtle sound of a branch breaking. The noise had apparently come from the clump of brush that now lay directly in front of him. With the rifle sights focused on the thick brush, he methodically picked his way across sand and rock towards the source of the noise, eyes and ears straining in the darkness for anything that seemed amiss.
There was nothing there.
A small fire nearby crackled and sputtered as bits of ash rose into the sky. Surrounding the fire were the other members of strike team Omega, a team consisting of 8 squads of Microcorp Agents en route to Ticalla. The team had been tasked with the delivery of as many extra weapons and supplies as they could efficiently carry for Vydar’s troops that were stationed there.
“Omega 9, you’ve moved from your post. Check in. Over.” The voice of his squad leader, Special Agent Jacobs, sounded in West’s earpiece.
“Roger, Omega 1. I thought I heard something. Request permission to make rounds over the perimeter. Over.”
“Permission granted. Check in upon completion. Over and out.”
West cautiously ventured out further from the camp into the darkness of the night. It was cool and clear that evening, and the dim light from the stars was enough to get a clear view of the land around. Thick underbrush dotted the grassy fields around the camp, which had been set up in between the crumbling stone walls of an outpost long abandoned. West had been along this pathway into Ticalla before. The team was nearing the edge of the jungle, and the brush was starting to grow denser. This would be the last breath of cool air before the warm, stiff air of Ticalla encircled them.
A shadow moved in the darkness.
West immediately swung his rifle towards the perceived direction of the shadow, his finger hovering over the trigger. Nothing. He waited, peering down the sights of the rifle, while the pounding of his own heartbeat sounded in his ears. Slowly, he began to inch backwards towards a large bush behind him, trying not to make a sound, but certain whatever the shadow was could hear the thumping of his heart.
He jumped as the sound of shouting and gunfire filled the air. Shots were being fired behind him at the camp. He looked back, trying to see through branches and leaves but he couldn’t make out what was happening. Mind racing, he glanced back towards where the shadow in the dark had been. There, a few feet above the ground, he could make out a pair of red eyes peering back at him. Off in the distance, a chorus of howls filled the night air – standing out above the flurry of noise from the camp. Suppressing the panic growing inside him, he breathed out slightly and squeezed the trigger, sights focused between the glowing eyes. The three round burst found its mark, and the red eyes sank to the ground while slowly flickering out.
A shrill howl came from his left, and West turned in time to see three large Deathstalkers barreling across the field towards him. Light glinted off bits of metal and wind blew through scraggly fur as the creatures raced towards him. Compared to them, he seemed to move in slow motion. Driven by sheer instinct, West raised his rifle, and sent three rounds into the shoulder of the leading wolf. It yelped and dropped to the ground with a crash of grinding metal.
The other two were mere seconds away. Agent West desperately pulled the trigger again and again, but they kept coming. After what seemed like ages, another of the creatures finally skidded to a halt on the ground as the final Deathstalker lunged towards him, teeth bared and red eyes flashing. He brought his rifle up, clutching it in both hands. He tried to swipe at the beast’s head, but felt it hit him as all went black.
* * *
His head was throbbing. It felt as if it had split open. Lifting a hand to his forehead, West tried to gently feel for the wound, but dried blood crusting his forehead prevented him from knowing how large the wound was.
He was lying face up on the ground. The brightness of the sun overhead somehow blinding him, even with his eyes closed. Suddenly, memories of the attacking Deathstalkers returned, and he bolted upright. A terrible mistake. Sharp pain shot through his head, and he gritted his teeth while slowly opening up his eyes.
It was a clear sunny day, and a light breeze whispered through the blades of grass. But the dead bodies of Deathstalkers sprawled across the ground plagued the serene sight. He needed to get moving. There didn’t seem to be any pain in his legs, so he tried to stand up. Everything seemed to be working okay, and as long as he moved slowly the pain in his head felt manageable. After bending down to pick up his rifle, he made his way carefully towards the camp.
The ground was littered with the corpses of dead Deathstalkers. And amid the fur and metal…
Deep breaths, West. Deep breaths.
He choked out a sob while trying to hold his emotions in check. Slowly and painstakingly, he moved between the bodies of his twenty-three teammates, counting each one and checking to see if any of them had made it. After wandering towards the outskirts of the camp, he counted the last one. His squad leader, Special Agent Jacobs, lay face up - eyes staring sightlessly into the sky. As he reached down to check for a pulse, he noticed two medium sized stones clutched in his hands. The stones had strange markings on them, and they felt unnaturally warm to his touch. It almost seemed as if they were… alive. Some sort of power or life surged through them. What on Valhalla? When he tried to pick them up, he was shocked at their incredible weight. He could barely manage to carry them. What are these, why did Jacobs have them, and how was he able to carry them?
The seeming problem gave him something to focus on instead of his grief. Agent West had to do something with those stones - he could sense that they were valuable. But what? He wouldn’t be able to carry them both back. He looked around for anything that might give some indication of what to do. A large scrap of metal that had somehow become detached from a Deathstalker lay a few feet away.
Using the jagged piece of metal, he dug twin holes in the ground on either side of the camp. It seemed foolish to him when he thought about it, but perhaps the extra work of separating the two would insure that one of them would remain a secret until Vydar’s troops could reclaim them. Vydar would want these back. He was sure of it. The ground was hard and rocky, and with only his improvised shovel, work was slow going. After digging for what seemed like hours, West placed the stones into the holes, filled the holes with dirt, and covered the broken earth with large stone slabs he had found next to the walls surrounding the camp. Hopefully it would be enough.
It was time to go. But, there was one thing left to do. West walked over to one of the trees that had been in the center of the camp, pulling out the combat knife that he wore strapped at his waist. Blinking back a tear, he cut into the bark of the tree - carefully controlling the movement of the blade as he carved the words and numbers. A few minutes later, he had finished.
“In honor of 23.”
Desolation - Inducted into Wargrounds of Scape
Requires 2x SotM, 1x TJ
Frostmire
Requires 1 SotM, 1 TT, 1 TJ
Previous Version
Spoiler Alert!
Honor - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x TT, 1x FoA
Mist and Shadow:
Requires 2x BftU, 1x TT
Previous Version
Spoiler Alert!
Origin: - Inducted into Wargrounds of Scape
Requires 1x RotV
Venom: - Inducted into Wargrounds of Scape
Requires 1x RotV, 1x RttFF, 1x TJ
Other 2-Player Maps
Spoiler Alert!
Armament:
Requires 1x RotV, 1x FoA, 1x RttFF
Artifact at Forgotten Lake:
Requires 1x RotV, 2x RttFF
Ashfall: UNDERGOING REVISIONS
Requires 1x RotV, 1x VW, 1x FoA
Awakened
Requires 1x RotV, 1x FoA, 2x TT
Blackridge
Requires 1x RotV, 1x RttFF, 1x FoA
Destiny:
Requires 2x RotV, 2x RttFF, 1x FoA, 1x TJ
Dominion
Requires 1x RotV, 1x FoA, 1x VW
Dragon's Head Summit:
Requires 1x RotV, 2x RttFF, 1x TT
Executioner
Requires 1x RotV, 1x TT
Fairhaven:
Requires 1x RotV, 1x TT, 1x RttFF
Feverstone Keep
Requires 1x RotV, 1x FoA, 1x VW
Flayed:
Requires 1x RotV, 1x BftU, 1x FoA
Graystone Way:
Requires 1x RotV, 2x RttFF
Haukeland Marsh:
Requires 1x RotV, 1x RttFF, 1x TJ
Previous Version
Hunted
Requires 2x RotV, 2x RttFF, 1x TJ, (optional battlements/ladders from FoA)
Jandar's Summoning Circle:
Requires 1 RotV, 1 FoA, 1 BftU
Laur's Peak:
Requires 1 RotV, 1 RttFF, 1 TT
Morag: UNDERGOING REVISIONS
Requires 1x RotV, 1 VW, 1 TJ
Nightblood
SCAPECON II MAP SUBMISSION
Requires 2x BftU, 1x VW, and Battlements/Ladders from FoA
Preservation
SCAPECON II MAP SUBMISSION
Requires 1x RotV, 1x TT, 1x TJ, and Battlements/Ladders from FoA
ALTERNATE AND PROBABLY BETTER VERSION
Raodor
Requires 1x SotM, 1x FoA, 1x TJ
Royal Gardens:
Requires 1x RotV, 1x FotA, 1x RttFF
Ruins of Rennoc:
Requires 1 RotV, 1 VW, 1 FoA
Snare
Requires 2x M:TCB, 1x SotM, 1x TJ
Snow Line:
Requires 1 RotV, 1 TT, 1 TJ
Solitude:
Requires 1 RotV, 1 FoA, 1 TT
Spawn: UNDERGOING REVISIONS
Requires 1x RotV, 1x TJ
Steelbreak Keep:
Requires 3x RotV, 2x FoA, 2x TJ, 2x RttFF
Stormwall: UNDERGOING REVISIONS
Requires 1x RotV, 1x FoA
The Crypt
Requires 1 RotV, 1 BftU, 1 FoA
Backstory
The Rift
Requires 1x RotV, 1x RttFF, 1x TT
Unclaimed
Requires 1x RotV, 1x FoA, 1x TT
Valley of Skulls
Requires 1x SotM, 1x VW, 1x TJ
Where the Streets Have No Name
Requires 1x RotV, 1x RttFF, 1x FoA
Withering Pines:
Requires 1x RotV, 1x VW, 1x RttFF
Previous Version
Requires 1x RotV, 1x FoA, 1x RttFF
Artifact at Forgotten Lake:
Requires 1x RotV, 2x RttFF
Ashfall: UNDERGOING REVISIONS
Requires 1x RotV, 1x VW, 1x FoA
Awakened
Requires 1x RotV, 1x FoA, 2x TT
Blackridge
Requires 1x RotV, 1x RttFF, 1x FoA
Destiny:
Requires 2x RotV, 2x RttFF, 1x FoA, 1x TJ
Dominion
Requires 1x RotV, 1x FoA, 1x VW
Dragon's Head Summit:
Requires 1x RotV, 2x RttFF, 1x TT
Executioner
Requires 1x RotV, 1x TT
Fairhaven:
Requires 1x RotV, 1x TT, 1x RttFF
Feverstone Keep
Requires 1x RotV, 1x FoA, 1x VW
Flayed:
Requires 1x RotV, 1x BftU, 1x FoA
Graystone Way:
Requires 1x RotV, 2x RttFF
Haukeland Marsh:
Requires 1x RotV, 1x RttFF, 1x TJ
Previous Version
Spoiler Alert!
Hunted
Requires 2x RotV, 2x RttFF, 1x TJ, (optional battlements/ladders from FoA)
Jandar's Summoning Circle:
Requires 1 RotV, 1 FoA, 1 BftU
Laur's Peak:
Requires 1 RotV, 1 RttFF, 1 TT
Morag: UNDERGOING REVISIONS
Requires 1x RotV, 1 VW, 1 TJ
Nightblood
SCAPECON II MAP SUBMISSION
Requires 2x BftU, 1x VW, and Battlements/Ladders from FoA
Preservation
SCAPECON II MAP SUBMISSION
Requires 1x RotV, 1x TT, 1x TJ, and Battlements/Ladders from FoA
ALTERNATE AND PROBABLY BETTER VERSION
Spoiler Alert!
Raodor
Requires 1x SotM, 1x FoA, 1x TJ
Royal Gardens:
Requires 1x RotV, 1x FotA, 1x RttFF
Ruins of Rennoc:
Requires 1 RotV, 1 VW, 1 FoA
Snare
Requires 2x M:TCB, 1x SotM, 1x TJ
Snow Line:
Requires 1 RotV, 1 TT, 1 TJ
Solitude:
Requires 1 RotV, 1 FoA, 1 TT
Spawn: UNDERGOING REVISIONS
Requires 1x RotV, 1x TJ
Steelbreak Keep:
Requires 3x RotV, 2x FoA, 2x TJ, 2x RttFF
Stormwall: UNDERGOING REVISIONS
Requires 1x RotV, 1x FoA
The Crypt
Requires 1 RotV, 1 BftU, 1 FoA
Backstory
Spoiler Alert!
The last rays of sunlight slowly slipped below the horizon as Mogrimm Forgehammer passed through the doorway and into the darkness of the crypt. The air was thick and warm inside and stones crunched under his feet as he walked further into the ancient tomb. He breathed deeply, relishing the smell of dirt and stone as his eyes adjusted to the dim light. After a moment he turned to face the four dwarves who accompanied him.
“There is treasure here. I can feel it.”
The words bounced and echoed off the tall stone walls and Mogrimm hesitated, wishing he hadn’t spoken so loudly. Before the dwarves could respond, a heavy thud resonated from the depths of the crypt. The ground shook as metal clanged against stone.
Gripping battle-worn axes, the dwarves waited, holding their ground as the sound of steps came towards them. In the dim light, Mogrimm could make out the shape of jagged armor and a monstrous sword.
Skull Demon.
The towering figure stopped, but the sound of steps continued. Others were coming. The Skull Demon’s eyes, visible through its massive helmet, burned with blue light as it stared at the dwarves. Wisps of pale blue smoke curled from its mouth as it spoke.
“Welcome… to your death.”
“There is treasure here. I can feel it.”
The words bounced and echoed off the tall stone walls and Mogrimm hesitated, wishing he hadn’t spoken so loudly. Before the dwarves could respond, a heavy thud resonated from the depths of the crypt. The ground shook as metal clanged against stone.
Gripping battle-worn axes, the dwarves waited, holding their ground as the sound of steps came towards them. In the dim light, Mogrimm could make out the shape of jagged armor and a monstrous sword.
Skull Demon.
The towering figure stopped, but the sound of steps continued. Others were coming. The Skull Demon’s eyes, visible through its massive helmet, burned with blue light as it stared at the dwarves. Wisps of pale blue smoke curled from its mouth as it spoke.
“Welcome… to your death.”
The Rift
Requires 1x RotV, 1x RttFF, 1x TT
Unclaimed
Requires 1x RotV, 1x FoA, 1x TT
Valley of Skulls
Requires 1x SotM, 1x VW, 1x TJ
Where the Streets Have No Name
Requires 1x RotV, 1x RttFF, 1x FoA
Withering Pines:
Requires 1x RotV, 1x VW, 1x RttFF
Previous Version
Spoiler Alert!
Multiplayer Maps
Spoiler Alert!
Elswin Forest:
Requires 2x RotV, 3x RttFF, & 6 battlements from FoA if available
Fountains Of Faramund
Requires 2x RotV, 2x RttFF, 1 FoA
Frenzied:
Requires 1x RotV, 1x SotM, 2x TJ, 1x FoA
Legendary:
Requires 2x RotV, 1x RttFF, 1x FoA, 1x TJ
The Ironwoods:
Requires 2x RotV, 3x RttFF, and 15 battlements from FoA
Requires 2x RotV, 3x RttFF, & 6 battlements from FoA if available
Fountains Of Faramund
Requires 2x RotV, 2x RttFF, 1 FoA
Frenzied:
Requires 1x RotV, 1x SotM, 2x TJ, 1x FoA
Legendary:
Requires 2x RotV, 1x RttFF, 1x FoA, 1x TJ
The Ironwoods:
Requires 2x RotV, 3x RttFF, and 15 battlements from FoA
Scenario and Alternate Format Maps
Spoiler Alert!
Juxtaposed:
Requires 2x RotV, 1x FoA, 1x RttFF, 1x VW, 1x TT
So... I feel like I need to explain how this map came into being. I was having a 'Scape night with some buddies, but we hadn't decided what kind of format we wanted to play - if we wanted to do one on one battles, or have a big team battle. So, I was scrambling to build maps last second after we decided what to do. While I was building, I had the thought, "wouldn't it be nice to have a map that could be broken up if you wanted, or combined together to play big battles on?" And I set to work on this. So, it is designed so that one on one games can be played on either side, or the two sides can be built together (or slid together) if you want to do a big team battle or even just a really big one on one. Each side uses its own RotV and expansion, but the castle and forest expansions are split between the two maps.
Kaesh:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x BftU, 1x VW
Rust and Ruin:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x SotM, 1x FoA
Siron:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x RotV, 1x RttFF
Skyborn:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x RotV, 1x TT
Requires 2x RotV, 1x FoA, 1x RttFF, 1x VW, 1x TT
Spoiler Alert!
So... I feel like I need to explain how this map came into being. I was having a 'Scape night with some buddies, but we hadn't decided what kind of format we wanted to play - if we wanted to do one on one battles, or have a big team battle. So, I was scrambling to build maps last second after we decided what to do. While I was building, I had the thought, "wouldn't it be nice to have a map that could be broken up if you wanted, or combined together to play big battles on?" And I set to work on this. So, it is designed so that one on one games can be played on either side, or the two sides can be built together (or slid together) if you want to do a big team battle or even just a really big one on one. Each side uses its own RotV and expansion, but the castle and forest expansions are split between the two maps.
Kaesh:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x BftU, 1x VW
Rust and Ruin:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x SotM, 1x FoA
Siron:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x RotV, 1x RttFF
Skyborn:
HEAT OF BATTLE / SCRAPS FORMAT
Requires 1x RotV, 1x TT
Maps for Reworking / Pile of Shame
Spoiler Alert!
Braunglayde Bridge:
Requires 1 RotV, 2 RttFF
Drudgery:
Requires 2x SotM, 2x TJ
Quilato Valley:
Requires 2x RotV, 2x TJ
Road Through Durgeth Swamps:
Requires 2x SotM, 2x TJ, 1 RttFF
Snowy Outpost
The Walls at Kallingway:
Requires 1 RotV, 1 FoA, 1 TT
Requires 1 RotV, 2 RttFF
Drudgery:
Requires 2x SotM, 2x TJ
Quilato Valley:
Requires 2x RotV, 2x TJ
Road Through Durgeth Swamps:
Requires 2x SotM, 2x TJ, 1 RttFF
Snowy Outpost
The Walls at Kallingway:
Requires 1 RotV, 1 FoA, 1 TT
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