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GameBear's Maps

I now have 60 files in the Downloads section. That's a nice round number; a good place to stop and take inventory. I have reorganized the first post to be a semi-chronological look at the various phases of my mapmaking over the years.
 
Manji. 1 MS + 1 SM + 1 TJ + ruins
Glyphs: 4 random treasures

I got tricked into making a 4-player free-for-all map. Here it is.

manji.jpg
 
Re: GameBear's Maps - New Map 06/14/22

Tricked huh? or maybe requested? I could see this making a ScapeCon multiplayer appearance...
 
I just stumbled on this thread and WOW! All great stuff. I was over in the NC Scapers thread thinking about building 8 tournament maps and then bundling the pieces for each map up and hauling those over to a tournament to help setup. This thread is a gold mine of great maps. Well done! Are there PDF's that show the build steps?
 
Are there PDF's that show the build steps?
Yes! The first post is full of links. Clicking on the map name or image will take you to the download page for the PDF. (And the download page for newer maps has larger images in case you want a better look at the map.) Clicking on the green light next to the map's name will take you to a Google Drawing that can be used for online play.

Thanks for checking out my thread! Hopefully you find some maps that you like. If you do have a chance to try any, feedback is always welcome.
 
Are there PDF's that show the build steps?
Yes! The first post is full of links. Clicking on the map name or image will take you to the download page for the PDF. (And the download page for newer maps has larger images in case you want a better look at the map.) Clicking on the green light next to the map's name will take you to a Google Drawing that can be used for online play.

Thanks for checking out my thread! Hopefully you find some maps that you like. If you do have a chance to try any, feedback is always welcome.

Appreciate it.
 
New map: Stoker. 2 MH + 1 FA + 1 VW
Glyphs: 2 random glyphs

There has been some interest expressed recently in maps using two Marvel sets. Not my first choice, but this specific terrain combination was mentioned so I decided to give it a shot. I ended up designing two different maps using these sets. The upper floor of the warehouse should be removed on both maps (VS does not provide that option).

stoker.jpg


EDIT 11-30-22: The PDF file has been updated - a few road tiles have changed levels.
 
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New map: Turf War. 2 MH + 1 FA + 1 VW
Glyphs: 2 random glyphs

This one is a much more ambitious and complex build. I have included alternate instructions (requiring extra terrain) in the PDF for those who want to avoid using castle bases and ladders for support. Again, the upper floor of the warehouse should be removed.

turfwar.jpg


EDIT 10-08-22: The PDF file has been updated - significant rework.
 
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Re: GameBear's Maps - New Maps 09/02/22

That's awesome, three new Gamebear maps. I love it. I've always liked the look of the blacktop with lava. It gives Stoker a cool look.
 
Re: GameBear's Maps - New Maps 09/02/22

Stoker looks lovely, @GameBear.
I admire its restrained use of LoS blockers.
 
New map: Water Treatment Facility. 1 SM + 1 MH + 1 TJ
Glyphs: 2 random glyphs

For the ScapeCon III Map Contest, I decided to try a thematic design. At this particular facility, swamp water flows down through a multi-tier filtration system to come out clean at the bottom.

watertreatmentfacility.jpg


Glyphs are on level 3, next to palm trees, with no adjacent height. Yes, that is intentional.
 
Re: GameBear's Maps - New Maps 09/07/22

Glyphs are on level 3, next to palm trees, with no adjacent height. Yes, that is intentional.

Can you say more?

Also, I love the map. I'm very fond of maps with that hexagonal footprint, as my own maps often are. Plus, I love the theme.
 
Re: GameBear's Maps - New Maps 09/07/22

Glyphs are on level 3, next to palm trees, with no adjacent height. Yes, that is intentional.

Can you say more?

Also, I love the map. I'm very fond of maps with that hexagonal footprint, as my own maps often are. Plus, I love the theme.

REDNAX!

It's been a while! I hope to see you make some more maps, I'm a fan of Fyorlag Swamp still, and updated/new maps would be awesome to see!
 
Re: GameBear's Maps - New Maps 09/07/22

Glyphs are on level 3, next to palm trees, with no adjacent height. Yes, that is intentional.

Can you say more?
A lot of factors played into the glyph placement, but the main motivation was a desire to keep the glyphs relevant. On a map with so much central elevation, edge glyphs can be easy to ignore - too far away from the action or too vulnerable to be worth it. I wanted the glyphs to be easier to reach and a little less vulnerable, to encourage more activity on the flats.

Also, I love the map. I'm very fond of maps with that hexagonal footprint, as my own maps often are. Plus, I love the theme.
Thanks! You should make a map for the contest too!
 
Re: GameBear's Maps - New Maps 09/07/22

REDNAX!

It's been a while! I hope to see you make some more maps, I'm a fan of Fyorlag Swamp still, and updated/new maps would be awesome to see!
Thanks! You should make a map for the contest too!

Thanks friends! In truth I haven't played Heroscape, let alone designed new maps in years. But I enjoy checking out the website from time to time. Perhaps I'll design some more once the new Heroscape pack gets released.
 
Re: GameBear's Maps - New Maps 09/07/22

New map: Stoker. 2 MH + 1 FA + 1 VW
Glyphs: 2 random glyphs

There has been some interest expressed recently in maps using two Marvel sets. Not my first choice, but this specific terrain combination was mentioned so I decided to give it a shot. I ended up designing two different maps using these sets. The upper floor of the warehouse should be removed on both maps (VS does not provide that option).

stoker.jpg

New map: Turf War. 2 MH + 1 FA + 1 VW
Glyphs: 2 random glyphs

This one is a much more ambitious and complex build. I have included alternate instructions (requiring extra terrain) in the PDF for those who want to avoid using castle bases and ladders for support. Again, the upper floor of the warehouse should be removed.

turfwar.jpg
I really like these!
 
I have uploaded a significant rework of Turf War. Thank you @Typhon for your patience and persistence in pushing for change. Much needed.

It's a looker — despite featuring grass. :p
I know I said this before, but I really like the double road loop, smaller inside of bigger.
 
Took some time this morning to look through all your maps. Some aesthetic favorites are Cyprien's Cove, Scavenger's Folly, Barrendome and Contrast.

I was thinking about your recent work on 3-map sets and my own collection, where I've generally sought to have 1x of each release. What maps would you suggest to present the most competitive map options simultaneously? My feeling is that TJ or road sets are used most frequently as they provide benefits to smooth melee vs range matchups - TJ provides defense, road provides speed. And philosophically I think there's a minimum separation between armies so that you give players an opportunity to strategize an opening so that the first initiative roll doesn't decide the game. It would be lame to have your ranged figures become engaged on the first turn of the game. I think that minimum separation is somewhere around 12+ hexes (not a hard and fast rule), or the threat range of top tier figures like the Krav, Q9, MW, etc).

Using the 3 set Exposure lineup (which uses 2 MctB) and an RotV+VW (like Radiator Springs) nets 4 maps.

I think Ayrwode's Bluff (RotV+RttFF), Ticalla Sunrise (SotM+TJ), and Contrast (BftU, TT, VW, FotA) would be my preferred lineup. Those with MtcB could swap in Waste Treatment Facility (SotM+TJ+MtcB) for Ticalla Sunrise.

Huge sidenote: with the AoA terrain release, any thoughts? I noticed only one RotV+TJ map in your list: Ratcatcher.

Another sidenote. In my mind I've been playing with the idea of lava start zones - I'm not a fan of seeing 5 squads of 4th or 10th in a start zone and having them all sit there waiting to replenish front line troops. And just in general any build with 5 squads reduces some of the fun factor for me and makes playing a grind. With a single VW you could make almost the full start zone lava providing a soft penalty against those who utilize the full SZ size - which many TDs restrict anyway to guard against the same thing. I suppose you could even use molten lava too for a fully VW SZ. I could see a SotM+VW+BftU mix playing well into this idea: lava SZs with development onto swamp water (lose height but get off lava) into shadow (defense boost to help offset being off lava "height") into a variety of height/terrain with 12 hexes worth of LOS blockers.
 
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