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Robber's maps: Icebreaker 7/6/2024

Re: Robber's maps: Hilltop Bastion 7/18/2020

Holy smokes! What a sight for sore eyes! After the apocalypse, is it too much to hope that you’ll come out to a tournament again? You’re old enough to drive yourself now, right? ;)
 
Re: Robber's maps: Hilltop Bastion 7/18/2020

Holy smokes! What a sight for sore eyes! After the apocalypse, is it too much to hope that you’ll come out to a tournament again? You’re old enough to drive yourself now, right? ;)

It's been too long but I'm glad to be back! I can definitely come out to some tournaments once I'm out of quarantine! :D In the meantime, if there are any online MD heroscape events it would be fun to play in those as well!

... And yes, I'm old enough to drive myself now :roll: My first heroscape tournament will have been a decade ago in August, so how old does that make you feel? :p
 
Map: Diplomacy HSC file
Requirements: 2 BftU, 1 RttFF
Date uploaded: 8/9/2020

diplomacy_original.png


I wanted to challenge myself to make a map with unusual starting zones, and this is what I came up from! As I was building I was envisioning a prisoner swap about to go terribly wrong. I'm a big fan of these kinds of maps, especially @Dignan's Striking Distance and @mad_wookiee's Failed Negotiations, so I'm a bit surprised that it's taken me this long to build one. Figuring out where to deploy units is more challenging, and there's a bigger risk versus reward aspect. I've tried to make sure that this map is as balanced as I can make it with the unusual starting zones, but I'd love to hear suggestions about what I can do to improve the map! It's likely that I'll end up tweaking it a bit anyways, there's a couple things I'm not 100% happy with like the placement of the treasure glyphs.

Here's a top-down view of Diplomacy so that you can see what the starting zones look like:

diplomacy_topdown_original.jpg
 
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I really like how you mitigated the center start zones by making them low ground in the middle of water.
 
I really like how you mitigated the center start zones by making them low ground in the middle of water.

Thanks! I tried to balance them as much as possible. They're arranged so that no double spaced figures fit and the central unit is engaged by 2 figures from the opposing army. Disengaging and going for height is a gamble but it can pay off, especially for a hero with lots of life. My biggest gripe is that the outermost figure can move onto the lv 2 road tile to get height advantage against the center figure. I'm not sure what to do about it though.
 
I really like how you mitigated the center start zones by making them low ground in the middle of water.

Thanks! I tried to balance them as much as possible. They're arranged so that no double spaced figures fit and the central unit is engaged by 2 figures from the opposing army. Disengaging and going for height is a gamble but it can pay off, especially for a hero with lots of life. My biggest gripe is that the outermost figure can move onto the lv 2 road tile to get height advantage against the center figure. I'm not sure what to do about it though.

I think as a player you understand the situation you are placing your figure in when you do so, so this isn't much to worry about, IMO.

The advantage of placing your figure there is to stop your opponent's figures from getting free movement closer to the figures in your SZ (if they don't have disengage). You can also place someone like Cyprien there to get closer to your opponent's SZ but it's a gamble.

Vice versa, a figure when placed on the peninsula hardly has any other purpose than to not allow the now double engaged figure to gain level 3 road height on the most central figure without risking a leaving engagement.
 
Map: Submerged Basilica HSC file

Requirements: 1 SotM, 1 BftU, 1 FoTA

Date uploaded: 5/25/2024

submerged_basilica_original.jpg


Another long hiatus, but I'm back! I just finished my PhD, and last weekend I went to my first in-person Heroscape event in 7 years. I'm hoping that I'll have a bit more time to be active again!

I got my inspiration for this one from @Sir Heroscape's Barren Hall map - specifically, the section with the battlements between the castle walls. The rest of the "Basilica" came together pretty quickly after that, and I'm pretty happy about the aesthetics.

My goal was to make a map that felt a bit claustrophobic, with a lot of paths that units can use to navigate around the map. The one-wide choke points through the center path of the map were intentional and hopefully offer some interesting gameplay, but we'll see if I end up keeping them in later revisions.

Please let me know what you think!
 
Very cool! I don’t think any map with these sets has gotten much traction yet in the community.

Why only 6 shadow spaces? Seems like either side of the rock 3-hexes would be a natural spot for the last 2. And you have one more shadow from an unused outcrop, could potentially go under a glyph if either proved to be too hard to hold.
 
Map: Submerged Basilica HSC file

Requirements: 1 SotM, 1 BftU, 1 FoTA

Date uploaded: 5/25/2024

submerged_basilica_original.jpg


Another long hiatus, but I'm back! I just finished my PhD, and last weekend I went to my first in-person Heroscape event in 7 years. I'm hoping that I'll have a bit more time to be active again!

I got my inspiration for this one from @Sir Heroscape's Barren Hall map - specifically, the section with the battlements between the castle walls. The rest of the "Basilica" came together pretty quickly after that, and I'm pretty happy about the aesthetics.

My goal was to make a map that felt a bit claustrophobic, with a lot of paths that units can use to navigate around the map. The one-wide choke points through the center path of the map were intentional and hopefully offer some interesting gameplay, but we'll see if I end up keeping them in later revisions.

Please let me know what you think!

LET HIM COOK!

New map looks sick, I was actually at the same MARS Tournament but didn’t get to say hello, hope to see you at future tournaments and hope to see more maps from you!
 
LET HIM COOK!

New map looks sick, I was actually at the same MARS Tournament but didn’t get to say hello, hope to see you at future tournaments and hope to see more maps from you!

I recognized your username in the tournament attendees but never ended up saying hi - I'll try to catch you at the next event!

Very cool! I don’t think any map with these sets has gotten much traction yet in the community.

Why only 6 shadow spaces? Seems like either side of the rock 3-hexes would be a natural spot for the last 2. And you have one more shadow from an unused outcrop, could potentially go under a glyph if either proved to be too hard to hold.

Thanks! The three sets actually have a lot of combined terrain. About only using 6 of 9 possible shadow spaces - I felt like there weren't any spaces on the map to put the other two which worked well aesthetically (although gameplay-wise I'm sure there are definitely places they could be added). Here are some potential edits:

submerged_basilica_edit.bmp


Two more shadow tiles were put under the glyphs. Also, I added another rock 1-hex along the bottom path, since I noticed 5-move figures with 2-tile bases struggled there.

I'm going to keep playtesting and will likely have more edits over the next week or two.
 
Submerged Basilica V3: [PDF] [HSC]

submerged_basilica_v3.jpg


Some major changes to the southern part of the battlefield Before, it was difficult for units with 2-tile bases to navigate.

I've also reworked the road. In earlier versions, the player who went first could clog up the choke point on the other side of the map by the 2nd order marker. It's still possible, but only with 6+ move units or units with flying.

Please let me know what you think!
 
Map: Echidna HSC file

Requirements: 1x SotM, 1x VW, 1x TT

Date uploaded: 6/14/2024

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Thanks to @Shurrig for the map advice and to @MegaSilver for coming up with the name!

I wanted to challenge myself with making a map that looked aesthetically good with both lava and ice, and I'm really pleased with how it came out! I didn't originally intend for the map to look so similar to Platypus, but they ended up having a lot in common (hence the name Echidna).
 
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Map: Icebreaker HSC file
Requirements: 1x RotV, 1x TT, Extra small ruin
Date uploaded: 7/6/2024

AP1GczPBXMUbRui-flFrvsxzo7fPCle_hgm575_Wz3T09A7jusoJdrLEkMWVVTi8D0PjiM8HhZokQyKKF8CvpgD6jQYewSPTO13x5gK40OJ7vOTZ6pjRlD0x=w2400


OHS Map:
Spoiler Alert!


Thanks to Gamebear, Foudzing, OEAO, and Shurrig for their map suggestions! I'm very happy with how Icebreaker turned out, both aesthetically and balance-wise. I think I've found my comfort zone in this map footprint, and Icebreaker has lots of similarities to my other maps which share the footprint (Echidna, Rubble and Ash, and Platypus). I also have to give credit to Dignan, since I took inspiration from a few of his RotV + TT maps.
 
Your links to Submerged Basilica don't work, just so you know. V1 nor V3.

You know, I thought those were really new. I realize now they are not. Nevermind me.
 
These look pretty good. Might have to use them for the upcoming Utah Monthly.
 
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