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Shurrig's Maps: Hailstones & Temple of Gerda (Multiplayer Maps )

Re: Shurrig's Maps: Hollow Ramparts (New Map)

Thanks @Typhon2222 ! Man, it's been a while since I posted on this thread. These maps look super nice and I'm hoping to play on Desparado soon.
 
Shurrig's Maps: Happy New Year! Exalted and Forging Fires

Happy New Year 'Scapers! I come to you all with two finished maps, Exalted (which should have been shared long ago) and Forging Fires! And just so you know, both of these maps use Treasure Glyphs (represented by Brandar) and I made sure to specify this in the instructions. Happy scaping!

Exalted
313Hx.jpg


Forging Fires
313Hy.jpg
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
Thanks! I wanted to see if I could make a "competitive" map using a single BftU set, but that's incredibly difficult. I'm still happy with how it turned out though!

Yeah. I honestly don't think you can make a good competitive map with only 1 BftU for the standard formats - 400+ pt. and 16-24 figs. Maybe in smaller formats or Heat of Battle or something, but I don't think it works with the standard. The best I've seen so far is Dignan's Shards. Typhon's Anvil is pretty good and I just made one I'm pretty happy with. But every one I've seen suffers from dragons, strong melee like Heavies simply rolling through, and/or rats clogging the whole thing.

Basically if you make it so that Zelrig hits big first turn, he's gonna dominate, and if you push the start zones back, then Nilfheim (maybe Braxas too) is going to position himself so that you can't get out of your start zone. I have mine built so that Zelrig can hit but not the full 7, but he still hits 4-5. I was hoping to get it down to 1-3 but couldn't configure it and maintain the other things I wanted in the map. And if you somehow solve this you still have the other two problems I mentioned to tackle.

You just don't get enough terrain to make a map that can run with the rest. If they had given you 2 spare 24 hexes for start zones then you'd probably be fine, but it always feels like you're spending half the map to make your start zones.

Thanks for mentioning Anvil, Cleon. Totally agreed about Dignan's Shards too. (If only it were fully symmetrical! But I probably shouldn't care so much about that.)

And totally agreed about the challenges that a single BftU poses.

Asymmetrical maps are underrated. ;)
 
Hello Again-- New Map "Dried River"

Hello, it's been a minute.

I'm sure like many of you, I was beyond thrilled to hear that Heroscape is coming back, and coming back in a big way it seems! I never got to play 'scape when it was in print, heck I hadn't even heard of it until I started college back in 2016, so getting to purchase a brand new set was a big dream of mine. I've been keeping up with the updates over the past week or so (shout out to @Sir Heroscape for the update vids) and I gotta say, some of these new units have got me SHOOK. Nevertheless, more 'scape is good 'scape, and so I plan on being more active here in the coming months.

With that, I have a new map I'd like to show off!
Dried River


It seems all the images of my old maps have magically vanished! There are plenty of maps here I still like (all my original .hsc files died along with my laptop a couple years ago) but I'm planning on reorganizing this thread a bit once I have some free time. Anyway, hope you all enjoy and LONG LIVE HEROSCAPE!!!
 
NEW MAP: Bleakwoode Corridor

New map here! I've been playtesting this map over the past week or so and have been really enjoying the flow of it, I hope you guys try it out for yourself!

Bleakwoode Corridor
 
Re: NEW MAP: Bleakwoode Corridor

Bleakwoode Corridor looks fun, I'd play on it. The flat area behind the ruins is nice to develop up to and has a nice path to the road for switching between sides, and I like that it's harder to reach from the closer SZ due to the the ruins placement. It has a good aesthetic too and keeps from having any real dragon perches, although Zelrig has an option for a turn 1 7-hex bomb. I think that'd only be an issue at max SZ though.
 
Re: Shurrig's Maps- NEW MAP: STECHAVAN

What's up! With the upcoming Haslab campaign for new 'scape coming up, I felt it would be a great time to show off this map I've been working on! I wanted to make a lore map based off the Battle of Stechavan as mentioned in Thormun's Journal, so here it is! (and yes, I took some minor liberties with the story and changed a couple things)

STECHAVAN


Backstory:
There rages a battle in the southern regions of Nastralund as the war for the wellsprings continue. A red dragon soars above the battleground and sets the fortress on the hill aflame, leaving only a line of smoldering earth in its place. Stechavan, once a stronghold for Jandar's forces, has fallen.

A horde of orcs quickly charged the hill with their lumbering troll as the army led by the Sergeant and his knights retreated downhill. It seemed that the men were meant to lose their lives that day when a miracle happened. A horn from the sky was heard, and appearing over the Northern mountains of Nastralund was the Green Kyrie and her sentinels. As she impaled the ferocious dragons with her spear, the Kyrie summoned her reinforcements to dispatch the foes. A fearsome giant and a swarm of serpents appeared through the brush and clashed against the orc horde, decimating their ranks. Not even the troll's wounded rage could compare to the raw strength of the giant, and the frenzied serpents soon overwhelmed the orcs. The Sergeant's men had been saved that day, and as the red dragon fell from the heights the remainder of the enemy army scurried back to their masters. Though lost, the Ruins of Stechavan has sinced served as a reminder to Utgar that Jandar and his allies remain stalwart in their defense for Valhalla and the wellsprings.
 
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Re: Shurrig's Maps- NEW MAP: STECHAVAN

Thank you very much good sir, I'm quite happy with it as well!
 
Re: Hello Again-- New Map "Dried River"

Hello, it's been a minute.

I'm sure like many of you, I was beyond thrilled to hear that Heroscape is coming back, and coming back in a big way it seems! I never got to play 'scape when it was in print, heck I hadn't even heard of it until I started college back in 2016, so getting to purchase a brand new set was a big dream of mine. I've been keeping up with the updates over the past week or so (shout out to @Sir Heroscape for the update vids) and I gotta say, some of these new units have got me SHOOK. Nevertheless, more 'scape is good 'scape, and so I plan on being more active here in the coming months.

With that, I have a new map I'd like to show off!
Dried River


It seems all the images of my old maps have magically vanished! There are plenty of maps here I still like (all my original .hsc files died along with my laptop a couple years ago) but I'm planning on reorganizing this thread a bit once I have some free time. Anyway, hope you all enjoy and LONG LIVE HEROSCAPE!!!
Bumping this! You have some cool maps, and I'd love to be able to browse images of them without having to click on each link individually.
 
Re: Hello Again-- New Map "Dried River"

Hello, it's been a minute.

I'm sure like many of you, I was beyond thrilled to hear that Heroscape is coming back, and coming back in a big way it seems! I never got to play 'scape when it was in print, heck I hadn't even heard of it until I started college back in 2016, so getting to purchase a brand new set was a big dream of mine. I've been keeping up with the updates over the past week or so (shout out to @Sir Heroscape for the update vids) and I gotta say, some of these new units have got me SHOOK. Nevertheless, more 'scape is good 'scape, and so I plan on being more active here in the coming months.

With that, I have a new map I'd like to show off!
Dried River


It seems all the images of my old maps have magically vanished! There are plenty of maps here I still like (all my original .hsc files died along with my laptop a couple years ago) but I'm planning on reorganizing this thread a bit once I have some free time. Anyway, hope you all enjoy and LONG LIVE HEROSCAPE!!!
Bumping this! You have some cool maps, and I'd love to be able to browse images of them without having to click on each link individually.

Hey! I saw this last night and wanted to thank you for the kind words. I honestly have not been playing much scape recently as I've been busy with life/other hobbies, though I should probably get around to getting my pictures back up.
 
Re: Shurrig's Maps- Map Updates (STECHAVAN & VINEY PINES)

Here are some updates to two of my maps, Stechavan and Viney Pines! I've updated the OP and have moved all of my 2-player maps from the past 6 years into the "Old 2-Player Maps" folder, so you all can still access them if you want. I mentioned this in the tournament feedback thread but I will probably be going through my old maps and revising the ones I like for the time being. Enjoy!

Stechavan
Stechavan_C_Art.png


Viney Pines
Viney_Pines_C_Art.png
 
Re: Shurrig's Maps- New Map: TRODDEN PATH

New map! I was inspired by Flash_19's "Origin", probably the best single-RotV competitive map ever made. Having played on it a few times as of recent, I wanted to challenge myself to use the same set requirements* while providing a different flavor of gameplay (*I did cheat by using an extra large ruin, though I sorta intended this to be a companion map to Stechavan which uses two small ruins).

Anyway, here is Trodden Path:

Trodden Path
Trodden_Path_C_1.3_Art.jpg
 
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Re: Shurrig's Maps- New Map: TRODDEN PATH

I really like the look of Trodden Path. The theme comes through.

The only thing I don't like is the edges. Th Glyph holder can lock up that entire side of the board as a chokepoint. I think I'd rather like to see the glyphs pushed to the edge of the map so as to allow at least a 1hex path along the outside of the ruin that doesn't require engagements with the glyph holder. That helps free up a lot of movement I feel. Otherwise...it's easy to control engagements on the sides.
 
Re: Shurrig's Maps- New Map: TRODDEN PATH

I really like the look of Trodden Path. The theme comes through.

The only thing I don't like is the edges. Th Glyph holder can lock up that entire side of the board as a chokepoint. I think I'd rather like to see the glyphs pushed to the edge of the map so as to allow at least a 1hex path along the outside of the ruin that doesn't require engagements with the glyph holder. That helps free up a lot of movement I feel. Otherwise...it's easy to control engagements on the sides.

Hmm, I see what you mean. Should be an easy fix, though for now I’ll just say to bump those glyphs one space to the right. ;)
 
Re: Shurrig's Maps- Marauder's Drift 2.0

This is a new version of my map, Marauder's Drift. I mentioned before that I was planning on updating some of my older maps and this one was always one of my favorites. The idea is pretty similar but I've tried to smooth out the map and shorten the entire thing by about 2 hexes. Hope y'all enjoy!

Marauder's Drift
Marauders_Drift_C_v1.1_Art.png
 
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Re: Shurrig's Maps- Marauder's Drift 2.0

This is a new version of my map, Marauder's Drift. I mentioned before that I was planning on updating some of my older maps and this one was always one of my favorites. The idea is pretty similar but I've tried to smooth out the map and shorten the entire thing by about 2 hexes. Hope y'all enjoy!

Marauder's Drift
Marauders_Drift_C_v1.1_Art.png
I missed this. This looks really good!
 
Re: Shurrig's Maps- Three BoV Remixes

Three new maps! These are for Megasilver's BoV remix contest, though I've gone and made one more than I needed to. These are Siroccold, Blackroot: Redux, and Hideaways and Dieways! Not sure which two I'll submit just yet, but I thought I'd post them while I spend time on making a decision:

Siroccold
Siroccold_C_v1_Art.png


Blackroot: Redux
Blackroot_C_1.2_Art.PNG


Hideaways and Dieways
Hideaways_and_Dieways_C_v1_Art.png
 
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Re: Shurrig's Maps- Marauder's Drift 2.0

This is a new version of my map, Marauder's Drift. I mentioned before that I was planning on updating some of my older maps and this one was always one of my favorites. The idea is pretty similar but I've tried to smooth out the map and shorten the entire thing by about 2 hexes. Hope y'all enjoy!

Marauder's Drift
Marauders_Drift_C_v1.1_Art.png
I missed this. This looks really good!

Hey thanks! Appreciate it
 
Re: Shurrig's Maps- Three BoV Remixes

Well, I hope one of them is Siroccold!
 
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