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Flash_19's Maps: More New Stuff

Re: Flash_19's Maps: ScapeCon II Submissions Added

Flash, you're one of the great map mapmakers and I voted for both of these, but...

...every time I look at Nightblood I can't help but think how stupid the name is. "Shadow is black and lava is red. Night is black and blood is red. Nightblood. Nailed it."
:rofl:

Hello! Would you like to destroy some evil today?

;)
 
Re: Flash_19's Maps: ScapeCon II Submissions Added

A ton of your Mediafire images no longer work in the OP @Flash_19

You should probably start hosting your downloads/images on heroscapers in order to avoid that.
 
Re: Flash_19's Maps: ScapeCon II Submissions Added

Couple new maps. Executioner was a response to a challenge by @Dysole to build an asymmetrical map. It ended up being more symmetrical the more I tinkered with it. :D
Snare is a potential submission for the current map contest.

Snare
Requires 2x M:TCB, 1x SotM, 1x TJ
snare_original.jpg


Executioner
Requires 1x RotV, 1x TT
executioner_original.jpg


EDIT: I also recently put together another version of Preservation that does not require ladders. I called it Preservation: OEAO Edition because I know how much @OEAO loves ladders. :razz:

Preservation: OEAO Edition
Requires 1x RotV, 1x TT, 1x TJ, and extra battlements from FoA
preservation_oeao_edition_original.jpg
 
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Re: Flash_19's Maps: New Stuff

Been sitting on these ones long enough. Also worth noting that I updated the OP in this thread to be a lot cleaner. Hopefully the changes are helpful!

Dominion
Requires 1x RotV, 1x FoA, 1x VW
dominion_original.jpg


Awakened
Requires 1x RotV, 1x FoA, 2x TT
awakened_original.jpg
 
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I like Awakened quite a bit. It looks like it makes the 6-hex glaciers work (that's really hard to do). It feels a bit large, but at a glance, I think you've done some good things to allow for it not too "play large" (no speedbumps, 2 turns to develop to the center, road throughout most of the map, lots of flat area to move through. My only suggestion might be for this map to have preset glyphs? and have them be weaker ones like Lodin/Ulinavia. I could see this map having issues where the stronger glyph side is the only side to get played on, AND if Wannok ever shows up, it potentially creates even more issues with that...simply because it would take way too long to contest Wannok if you ever developed the other side of the map.

Other than that, I really like it...I think it deserves some tests in a tourney to see how it holds up :)
 
I like Awakened quite a bit. It looks like it makes the 6-hex glaciers work (that's really hard to do). It feels a bit large, but at a glance, I think you've done some good things to allow for it not too "play large" (no speedbumps, 2 turns to develop to the center, road throughout most of the map, lots of flat area to move through. My only suggestion might be for this map to have preset glyphs? and have them be weaker ones like Lodin/Ulinavia. I could see this map having issues where the stronger glyph side is the only side to get played on, AND if Wannok ever shows up, it potentially creates even more issues with that...simply because it would take way too long to contest Wannok if you ever developed the other side of the map.

Other than that, I really like it...I think it deserves some tests in a tourney to see how it holds up :)

That's not a bad suggestion - I'll definitely think on that some more. Thanks for sharing your thoughts!
 
Good heavens, about time I blow some dust off this thread. Got some map updates incoming and this is the first wave. I also figured it's about time to post some maps I never got around to posting in this thread. In the words of Dok, I basically took a belt sander to Invasion. :whistle:

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


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


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


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

Sorry, GameBear.
 
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Like the look of all these. Withering Pines looks like it has a better center than similar maps. Incursion and Embattled Dungeon look like but improvements over their predecessors.
 
Adding these to my thread here. They are just a couple of my attempts at maps utilizing the new terrain sets being released this August. I designed them with the idea that the Wellspring tiles rules would be utilized, though tbh, I find the Wellspring tile rules fairly underwhelming.

And yes, Eltania is supposed to be mildly asymmetric.

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.

Invested:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
invested_v2_original.jpg


Eltania:
Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)
eltania_v2_original.jpg
 
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Adding these to my thread here. They are just a couple of my attempts at maps utilizing the new terrain sets being released this August. I designed them with the idea that the Wellspring tiles rules would be utilized, though tbh, I find the Wellspring tile rules fairly underwhelming.

And yes, Eltania is supposed to be mildly asymmetric.

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.

Invested:

Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)

invested_v2_original.jpg


Eltania:

Requires 1x AoA, 1x BftW (BB1), 1x TJ (TGaLE)

eltania_v2_original.jpg

For any who are curious, these maps have been updated to account for the incorrect terrain limitations we were given for the new Battlebox as explained here.
 
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