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GameBear's Maps

GameBear

The Silent Cartographer
Site Supporter
# links to description; map name links to setup instructions.
Green light links to Online Heroscape version.

AoA Map Drafts
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Other Recent Maps
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All Maps - Progression
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Last edited:
New Map: Cyprien's Cove. 1 MS
Highlights
Balanced glyph placement
Level 8 plateau overlooking lake
10-hex navigable cove
21-hex starting zones
Glyphs
Astrid - control Cyprien's cove to earn an attack bonus
Gerda - find the secret to enhanced defense within the ruins
Dagmar - survey the battlefield from high ground to improve initiative
Mitonsoul - beware the cursed lands of the undead

SgtHulka said:
That looks interesting. Can you post build instructions?
Sorry, I should have made it more clear - the map name links to build instructions (pdf).

Oh, and for anyone curious about the map's name: the water slows down most walking figures, and the overhang blocks many flying figures, but the vampire figures can enter the space without difficulty. A few other figures are capable of entering unimpeded (e.g. vipers), but vampires seemed a nice thematic fit for the dark cavernous space. Plus, referencing a wave 7 figure makes my RotV map seem less outdated - right?
 
Thanks -- I guess I'm a little slow on the uptake.

Really interesting map for only using a single MS. I look forward to trying it some time.
 
New map: Valda's Preserve. 1 MS + 1 FF
Highlights
Symmetrical Layout
22-hex starting zones
Glyphs
Valda - traverse the terrain to earn a movement bonus
Gerda - find strength at the base of the cliff

Not quite as interesting as my first map, but it does have a couple noteworthy features. Valda's Preserve is a symmetrical map, which seems to be popular with the tournament-playing, balanced-battlefield-seeking crowd. In an attempt to differentiate a bit, I chose reflectional symmetry rather than the more common rotational symmetry. The layout (hopefully) encourages players to use the entire battlefield, from the road along the bottom (which connects and passes through the start zones) all the way to the Glyph of Valda in the back corner (which requires at least 3 turns to reach).

Feedback - positive or negative - is always appreciated.
 
New map: Lure. 1 MS + 1 VW
Highlights
Symmetrical Layout
Challenging glyph placement
21-hex starting zones
Glyphs
Gerda - brave the lava field to toughen defenses
Dagmar - take a risk to gain initiative
Valda - send a scout to quicken movement
Astrid - discover the hidden source of power

One more map - another example of reflectional symmetry. Start zones are intentionally close; a first-turn attack is possible, but only for those willing to cross the lava field. Two of the four glyphs sit in the lava field as further enticement to enter. The other two glyphs force players to prioritize objectives or risk spreading the army too thin; the Glyph of Astrid is at least 4 turns from the starting zone.
 
I like your Valda's Preserve more than Lure. I think you must play a scenario type of game with Lure because if not, the battle will not pass the river, if not the two 3-hex rock columns. I lkie the long road in Valda's Preserve. Have you played on those maps?
 
Thanks for the comments! Playability was my primary objective, so I am quite interested in any thoughts on what may or may not work. Sadly, I have not yet been able to test any of my maps.

My biggest concern with Lure was whether players would utilize the whole map. I planted two glyphs (Valda and Astrid) at the far end of the map in the hope that players would at least consider spreading out, but even that might not be enough of a 'lure'. I'm hoping someone finds my maps interesting enough to try, because it might be a while before I have the opportunity.
 
New map: Southern Tarns. 1 MS + 1 TT
Highlights
Balanced glyph placement
22-hex starting zones
Glyphs
Dagmar - seize initiative by controlling the mountains
Valda - find a speed boost in the surrounding flatlands

Southern Tarns rounds out my collection of "1 MS + 1 expansion" maps (no plans for a "1 MS + 1 FA" map anytime soon). My design goal for this map was pretty simple: snow/ice/glaciers at higher elevations than other terrain.

In general, I prefer heavy snow and slippery ice. However, in this particular case I would recommend light snow and normal ice; the elevated area becomes inaccessible to some figures otherwise.

EDIT 02-06-08: The PDF file has been updated - the starting zones have been rearranged and expanded to 24 hexes.
 
New map: Pool of Reflection. 1 MS + 2 FF
Highlights
Symmetrical Layout
21-hex starting zones
Glyphs
3 potential glyph locations

My first map using more than one expansion. I wish I could say I enjoyed designing it, but the map I envisioned required more terrain. Anyway, this map has a smaller footprint than my previous maps despite the extra set. It also has (0 to 3) random glyphs rather than specified glyphs.
 
New map: Embattled Fen. 1 SM + 1 FA
Highlights
Symmetrical layout
23-hex starting zones
Glyphs
Wannok - fear the fen

Swarm of the Marro! Not a lot of terrain, so I decided to bolster it with the castle set. I felt Wannok was the best choice of the new glyphs, but feel free to substitute whatever glyph you like. There seem to be some strong feelings about the Wannok glyph.

Use of the castle set was a thematic decision, but it also resulted in every terrain set being represented at least once in my maps. Between that and temporarily having run out of new ideas, I most likely won't be adding more maps anytime soon.

EDIT 02-06-08: The PDF file has been updated - Embattled Fen now has 24-hex starting zones.
 
New map: Temptation. 1 MS + 1 VW
Highlights
Symmetrical Layout
Challenging glyph placement
23-hex starting zones
Glyphs
Gerda - brave the lava field to toughen defenses
Dagmar - take a risk to gain initiative
Valda - visit the hot springs for an energy boost
Astrid - seek the hidden source of power

This is a rework of one of my previous maps - Lure. Lure was the least popular of my maps, so I decided a revision was in order. Temptation retains the central characteristics of Lure. However, this version is significantly smaller, which should make the map more practical and the extension more playable. Temptation also has slightly larger start zones, and is a bit more visually appealing.
 
GameBear said:
New map: Pool of Reflection. 1 MS + 2 FF
Highlights
Symmetrical Layout
21-hex starting zones
Glyphs
3 potential glyph locations

My first map using more than one expansion. I wish I could say I enjoyed designing it, but the map I envisioned required more terrain. Anyway, this map has a smaller footprint than my previous maps despite the extra set. It also has (0 to 3) random glyphs rather than specified glyphs.

I like this map. Whenever I toy around with map-building programs, I usually end up making a body of water with a circular road around it. I also like the varied heights throughout the rest of the map.
 
New map: Snow Angler. 1 MS + 1 TT
Highlights
Balanced glyph placement
24-hex starting zones
Glyphs
Gerda - soak in the natural defenses of the lake
Valda - race across the lowlands to the treasure
Astrid - control the flank for a stronger attack

Another Thaelenk Tundra map. Snow Angler was designed for heavy snow and slippery ice, to complement my previous snow map. I was also hoping to break out of my symmetry rut, and the TT set is most conducive to asymmetric maps. Snow Angler is not the prettiest map, but it does provide varied terrain in a well-balanced setting.
 
New map: Spineback Ridge. 1 MS + 1 FA
Highlights
Symmetrical layout
Small footprint (15"x34")
24-hex starting zones
Glyphs
none
Special Rules
Double-space figures may move through the spine.

I am pretty excited about this map, mostly because I was able to build exactly what I envisioned. I wanted to shorten the castle wall pieces, to reduce the advantage they provide to figures standing on top. On this map, the castle wall pieces protrude from a hill, such that figures of height 7 or more can engage from the ground. The terrain rises as high as level 8 at the sides, meaning even figures of height 5 can engage from the ground in certain spots.

This map is by far my smallest, but the hill acts as a LOS-blocker between the two starting zones; without synergies, a first-turn attack is almost impossible. The map is basically a king-of-the-hill scenario, but the peaks with battlements serve as decent perches away from the center while also providing some protection for the starting zones.

My map display post is starting to get a bit crowded (and I still have a couple more maps to add), so I'm going to start removing the less popular maps. If this map (or any other) falls short in appearance or gameplay, please let me know. Contributions from others - particularly UPC and LongHeroscaper - have been very helpful, but I still have plenty of room for improvement.
 
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