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Ivy's Greenhouse

IAmBatman

Champ of C3G Con 2020, 2024, and mindless posting
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IVY'S GREENHOUSE

A C3G Competitive Map
Size: 44 x 23 inches


Ivy.png


Download the PDF File/Pocket Mod

Required Terrain Sets
Spoiler Alert!

Required Terrain Count
Spoiler Alert!


SETUP:
This map uses 8 Large Evergreen Trees and 1 Great Evergreen Tree.

SPECIAL RULES:
All Objects that are trees have the Nature and Tree keywords, and all others that are plants have the Nature keyword.
All Evergreen Trees are Large Destructible Objects.
The Great Evergreen Tree is a Destructible Object.
Palm Tree, Jungle Bush, and Stone Wall objects are not destructible.

In an abandoned stretch of barren earth on the edge of the city, littered with discarded waste, Poison Ivy found the perfect headquarters for her nefarious plans. Using her powers, Ivy transformed the area into a lush, tropical paradise. Despite the newfound allure of the area, the mesmerizing scent of pollen drifting through the air hints at the danger that lurks behind every frond...

Resources and Rulings
• See this map's wiki page for strategies!

Credits
• Legacy design: Zettian Juggernaut
• Playtesters:

Updates
• N/A
 
Last edited by a moderator:
Need to get the map measurement and post the updated PDF and TTS workshop, but basically same as the old Ivy's just smoothing out some single hex high spots here and there.
 
OK, got the PDF linked. Next up will be getting the TTS workshop tweaked.
 
Sweet. Do you think they’d need testing? Basically they just involve smoothing out any single high hexes on height and capping the map at height 4.
 
This one has such a minor change it’s probably fine without. I’d be happy to build it (been needing to build a new map anyway, I’ve had Kane House up for a while) and run my next few playtests on it though, if you want some games.
 
I'd be cool with that. I've run several with it at various stages but haven't done any with this exact final version (I think the only change I didn't test was the hills with the three hexers on height 4 instead of having 2 hexes there).
 
Any more thoughts on whether this needs testing or not? My default right now is just for Archie or I to plop down a couple of tests just to make sure it's good then go right to Final Editing.
 
Also mentioned on Discord, but definitely a fan of the map and glad to see it back in 2.0. I do think the layout of the water means the map favors kiting to some extent - ground-pounders can get stuck in awkward situations. Not something that makes me think it's bad or non-competitive, just the only real balance thing that sticks out to me.
 
Fair point! The other thing that's always struck me (beyond the single hex heights that I altered) is that the bridges can be big chokepoints, especially for lockdown figures like Mister Fantastic and Blob. I do think we've at least lessened our kiting figures in 2.0, so hopefully not as much of an issue. I could look into making an easier path across the water than the bridges, but I'm also OK with it kind of being one of the map's quirks.
 
Tested Wing Gundam Zero (seen here) on this version of Ivy's and I thought it played well. The stone walls on the bridge are usually good for a bit of obstruction, so the map definitely continues to filter you that way and that can favor some figures over others. But overall it feels like 1.0 Ivy's without quite as many balance issues from single high hexes. I don't think I ended up throwing any trees, but I like what that option adds to the map in this case.

Proposing Final Editing
 
Is there any way you could make the trees feel enclosed? Perhaps with Large and/or small Ruins? Not sure what sets you used, but if base was one of them, you should have this available. Another idea would be Warehouse ruins without the floor piece added. :2cents:
 
Sets used are listed in the OP.

Only options would be the small and large ruins (1 of each), which would unbalance the map and cut off the start zone and basically change how the map plays entirely. I don't think I'd really be into that.

It's a big greenhouse. There are invisible glass walls all around the current outline.
 
This passes! Anything I’m missing in the OP before turning this over to japes?
 
Fairly nitpicky stuff:
- required terrain count has an extra comma after 2 Great Evergreen Trees
- setup mentions 1 Great Evergreen Tree (should be 2)

SPECIAL RULES:
All Trees are Large Destructible Objects and have the Nature and Tree keywords.
Does this also apply to the Palm Trees? I’d clarify one way or the other.

We said this back on Island Plane Crash. Not sure if we want to say something similar here to make the jungle bushes non-destructible Nature objects. Notably, Island Plane Crash has no DOs so it’s understandable if things are slightly different on this map
• All Objects that are trees have the Nature and Tree keywords, and all others that are plants have the Nature keyword.
 
Shoot, Palm Trees were not meant to be included. Good call. And, yeah, that's a good pull from Island Plane Crash. Good notes! I'll fix things up in a bit here (and link the tests I posted).
 
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