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Robber's maps: Icebreaker 7/6/2024

Robber

Promising Cartographer
Map: Diplomacy HSC file
Requirements: 2 BftU, 1 RttFF
Date uploaded: 8/9/2020

diplomacy_original.png


Map: Hilltop Bastion HSC file
Requirements: 1 RotV, 1 FotA
Date uploaded: 7/18/2020

hilltop_bastion_transparent_232407_original.png


Spoiler Alert!


Map: Rubble and Ash HSC file
Requirements: 2 BftU, 1 VW.
Date uploaded: 10/17/17
Tournament Use: None

rubble_and_ash.jpg


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Map: Bountiful Grove HSC file
Requirements: 1 RotV, 1 TJ
Date uploaded: 5/20/2017
Tournament Use: None

bountiful%20grove%20hive_kH6.png


Spoiler Alert!


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Map: Metropolis HSC file
Requirements: 1 RotV, 1 FotA
Date uploaded: 4/1/2017
Tournament Use: None

metropolis.jpg


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Map: Basilisk HSC file
Requirements: 2 BftU, FotA
Date uploaded: 2/24/17
Tournament Use: None

basilisk.jpg


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Map: Misty Steppe HSC file
Requirements: 1 RotV, 1 RttFF
Date uploaded: 2/13/17
Tournament Use: Savage Throwdown 3/18/17

misty_steppe.jpg


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Map: Volcarren Paradise HSC file
Requirements: 1 SotM, 1 TJ, 1 VW.
Date uploaded: 1/28/17
Tournament Use: Savage Throwdown 3/18/17, Louisville Monthly 4/1/17

Finalist in the Wilds of Valhalla contest

volcarren_paradise_3_title.jpg


Spoiler Alert!


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Map: Hephaestus HSC file
Requirements: 1 RotV, 1 FotA, 1 VW.
Date uploaded: 9/13/16
Tournament Use: None

Finalist in the Ruins of Valhalla contest.

hydfkvcb3jnh6tozg.jpg


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Map: Sunken Fortress HSC file
Requirements: 1 SotM, 1BftU, 1 FotA.
Date uploaded: 6/4/16
Tournament Use: Return to Savage 6/11/16

Sunken%20Fortress%20Update_zpscf0uptnk.png


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Map: Platypus HSC file
Requirements: 1 SotM, 1 TJ, 1 TT
Date Uploaded: 12/21/13
Tournament Use: Multiple Online Heroscape events, Utah Monthly December 2017

Normal snow and ice

Inducted into the WoS!

:jandar: by Typhon2222
:jandar: by Dok

platypus_updated.jpg


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Map: Evergreen Prison
Requirements: 1 BftU, 1 M:TCB, 1 RttFF
Date Uploaded: 9/21/13
Tournament Use: Maryland NHSD 2013

Evergreen%20Prison%20Update_zps5blejfbs.png


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Map: Murky Waters Lavahttp://www.mediafire.com/view/gp1gaco5go1kune/Murky_waters_lava.pdf
Requirements: 1 SotM, 1 RttFF, 1 TJ, 1 VW
Date Uploaded: 9/9/13
Tournament Use: Maryland NHSD 2013

Murky%20Waters%20Lava%20Updated_zpsdz6yxvtj.png


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Map: Murky Waters
Requirements: 1 SotM, 1 RttFF, 1 TJ
Date Uploaded: 5/4/13
Tournament Use: 5/18 Savage Throwdown

Murky%20Waters%20Updated_zpsnlewhobt.png



Other Maps:
Spoiler Alert!
 
Last edited:
Re: Robber's maps

In your first map the large, flat expanse of level 1 grass isn't going to see much action. Range will dominate such an open map, slaughtering melee as they try to get up the hill and past the river that bisects the map. Line of sight blockers would help immeasurably, as would additional routes past the water. The way the start zones are set up it looks like most ranged units could get an OM1 strike against the other team. This could be prevented (and add to the use of the grass) if the start zone ran across the back edge of the map instead of curling towards the center.

Your second maps protects advancing units a lot better. What snow and ice rules are you using? Heavy snow looks like it would hammer ground-bound melee units.
 
Re: Robber's maps

New map- 12/3/10

Trailtothesurfaceworld.jpg


Trail to the surface world- 1 Ms, 1 BftU

(This picture is awful, you can't see any of the Dungeon Terrain elevation.)
 
Re: Robber's maps

Nice maps!

Even if you're not a Contributor, you can still let people download map instructions.

Here's what I do:

Make the map in Virtualscape. I guess you knew that huh?

Get CutePDF.In Virtualscape, the Print option always prints the full instructions for building. With CutePDF, when you click 'Print' in Virtualscape, there will be an option to use CutePDF instead of your printer to make the instructions into a PDF. Use it and you will be able to save it to your computer. (if you want Scenario info in your PDF there's an option in Virtualscape somewhere, I think it's in the File menu.)

Get a media sharing site account(Mediafire, Megaupload, whatever) and upload your PDF.

Post link here and your done!

(sorry if you knew any of this already, just giving the full tutorial)

Happy mapping!

~Corzan
 
Re: Robber's maps

Like Killometer said, many of these maps are range-favoring. In addition, most of the maps are extremely partial toward dragons, and the first few could get Majestic Fired on Round 1. Longroads seems kind of redundant, I don't know why people would bother using the roads if the start zones are so close together.

Good maps overall. :thumbsup:
 
Re: Robber's maps

Yeah, I know.

These are just the maps i play on. My family/friends all use ranged-squad heavy armies and don't have a lot of dragons between us.

Longroads was a failed attempt, but I wanted to post it up here anyways.
 
Re: Robber's maps

Nice! Its not really worth repeating what killometer and the others said so I'll just say I really like a lot of these. I smell another tourney coming up at your house...
 
Re: Robber's maps

Nice! Its not really worth repeating what killometer and the others said so I'll just say I really like a lot of these. I smell another tourney coming up at your house...
with us in the finals where I destroy your elves?

Sounds good!

Btw, check out the new Savage, MD tournament on 2/26. I might bring my newest map. Still playtesting it before I load it up.
 
Re: Robber's maps

ALL NEW- SeweRush V1- 1 SotM, 1 FotA, and any other master set
SeweRush.jpg

ALL NEW- SeweRush V2- 1 SotM, 1 FotA, 1 other master set.

This version of the map was a lot more playtested. I found a few flaws with height and castle placement, and added a second glyph.

Special rules- If a figure starts its movement on a swamp water space, add 3 to its movement for the turn as long as it stays on a swamp water space.

SeweRushV2pic2.jpg
 
Re: Robber's maps

I decided to remove every one of my "failed attempt" maps. Sorry to any interested viewers, but they kind of suck. I don't have time to upload the instructions and other links, so they won't do a lot of good anyway.

New map- Sunken Shrine (on MegaUpload, it says "shrine to the elder marro, but I shortened it)
Spoiler Alert!


New Map- Fabled Glade

Spoiler Alert!


If anyone has suggestions for any of my maps, please tell me.

Also, I am taking requests for maps (build requirements, basic footprint, etc)
 
Re: Robber's maps

Thanks for the... Um.... Comment?

I have another map coming. A few more games of playtesting and it'll be ready. It uses x2 BftU, and a forest set, so I'm working on shadow/water/Los blocker placement. I had too many choke points in the first version.

Edit- Flameslayer explained his post. A bot had spammed crap all over my thread as well as others, which I saw. I never thought to check my thread.

Thanks to the admins, who cleaned it up pretty dang quick.
 
Re: Robber's maps

I love Sunken Shrine! It looks really interesting. One tip I have is I would say to make your maps a little bigger but add some more LoS blockers so that they wouldn't favor range too much.
 
Re: Robber's maps

Hey Robber.

I *really* like Monochromatic. It has a lot going for it, I think that's a good use of road & a better use of water than in some of your other maps, where it looks like it traps melee (and protects range) in the start zone. Maybe that's just me.

The one thing about Monochromatic that scares me is the "dragon perches" on the edges; I wonder if it wouldn't be better to allow ground access right up to those corners so a ranged shooter on them could at least be approached from below.

Just a thought.

Check out the long range planning link in my sig, guys, and check to see what your schedules look like in May.

Keep up the good work, Robber, these look good.
 
Re: Robber's maps

I think that they are plenty big. I make them big enough to stop a 1st turn z-bomb or a lock-in-starting-zone attack, but small enough so that armies can clash easily. I need more LoS blockers on many maps, though, so thanks for the suggestion.

I should have a "spoiler" of the map up tomorrow. I haven't worked out the choke points yet, so the map needs much more improvement in that sense.

And @ daddyscaper- Yeah, the dragon perch was a problem in my last game I played on it. (Still haven't updated the *number of times played- I've played each at least twice except for anything with snow, lava, or jungle. The jungle map I made had castle walls in place of the jungle in playtesting). So I'm updating it after I finish my new map. I struck gold with the overall idea and need to improve the design.

It has WAAAAY too many choke points for me, and screens dominated in the 2 games of playtesting. It's sitting out now, gathering dust as I have been loaded with homework. I should get another game finished on it tomorrow, and can edit in in virtualscape for v2.

One last note, if anyone happens to build one of my maps and actually plays on it :)p), please tell me any comments and/or concerns with glyph placement, height, or other random stuff, please post so I can fix it.

__________________________________

The water placement in my other maps, such as "bronze marsh" and "Highlands" doesn't hurt melee that much, but if a figure can block one of those 2 entrances, it hurts the army.

I have 2 updates to eventually make on Highlands. The first is the height immediately outside of the starting zone, seen to the northwest corner of the map. It has 3 height (2 height above lv-1 starting zone, takes 3 move to get to the top). and really blocks movement. The other problem is ranged pods- they can basically camp there and slaughter anything approaching. So I will lower it and add height to areas in the middle of the map.

The other is that I am adding swamp water instead of the water, which helps to channel movement all over the map instead of having the majority of figures fighting around the starting zone's outlets.
 
Re: Robber's maps

Well they may just look small because of the format. I'll try building one and playing on it so I can report on it with more knowledge.
 
Re: Robber's maps

Good news on the map- I like the way my mods turned out. I made some huge edits, mostly involving LoS blockers, height towards the middle of the map, and choke points, especially along the road.

I moved some starting zones too. Basically, the height moved, and I made changes to where the course of battle takes place.

So, once I Virtualscape the map's changes (should be before the end of the weekend) I can post a spoiler, do a little more playtesting, and then get a final draft up.
 
Re: Robber's maps

New map- Tagawa Steppes

I've been doing a lot of playtesting on this map, and have finally edited the map enough so that it is good enough to post.

It's still a prototype, so I'm not posting it on the front page. I have a few more games to play on the map.

Then, when its ready, I can say that this is my most playtested map and that its awesome and stuff. :lol:

Anyway, here's the map.

Tagawa Steppes-uses 2 BftU, 1 RttFF.

Spoiler Alert!


As with most of my other maps, this one is hard to appreciate unless it is built. Please try out my new map and give me some feedback. I really need any support/criticism you have and would like to hear any concerns with any of the mechanics of the map.
 
Re: Robber's maps- NEW MAP 3/3/11!

Tagawa Steppes looks pretty awesome. The name definitely suits it; it has a Samurai-ish feel to it. Keep up the good work!
 
Re: Robber's maps- NEW MAP 3/3/11!

Sweet. Thanks for the opportunity to have a map at the tournament! I have an updated version coming after some more playtesting, it involves the dungeon placement by the starting zones. I will update it once I have the opportunity to play a few more games.

But yeah, if I can go to the tournament I would love to bring my map.

Playtesting brings a definite "clump" of figures around the two glyphs. The tree gets in the way and makes a general disinterest in the 2 3-hexes of dungeon next to it. But taking it out leaves more places for range to dominate and makes the dominant army able to push steadily towards the other starting zone.

I'm still tweaking it.
 
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