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

Re: Shurrig's Maps: Valhalla and Frostclaw Citadel

Adding Valhalla and Frostclaw Citadel to my thread! Valhalla was made for Sir Heroscape's Epic Map Building Contest, Where the idea was to create an eye-popping, large-scale, EPIC maps. This map uses a TON of terrain, so much that I may never have enough terrain to make it myself (roughly 5 RotV, 2 SotM, 2 M:tCB, 2 BftU, 4 RttFF, 2 TT, 3 FotA, 2 VW, 2TJ). I wanted to show off everything this game had to offer and provide a fun, thematic scenario that encourages team play, and this map ended up placing 2nd in the contest!


Valhalla (Epic Map Contest)
Valhalla_Epic_Map_Art.png


Scenario
Magical wellsprings grant you and your allies great powers in the battle for Valhalla! Take control and win by having yours or your allied figures on all wellspring spaces (marked cyan) in at least three locations, or win outright by being the last army standing.

Teleportation: Brandar glyphs represent Glyphs of Teleportation. when you place a figure on one of these glyphs you must immediately place them on any other Glyph of Teleportation. You may continue your normal movement after using a Glyph of Teleportation. If a figure is occupying a Glyph of Teleportation you are attempting to teleport to, immediately place that figure onto the glyph you are teleporting from.

Water: When entering water, each move on a water space counts as two spaces.

EDIT: Feel free to use whatever face-up glyphs you'd like for each wellspring. Also, you can probably add the fortress door if you'd like for aesthetic purposes.


Frostclaw Citadel is a map I've been working and reworking over the past couple of months. My goal with this map was to create something that could represent the "coolest" squad in Age of Annihilation, and this version is the first I've felt pretty good about!

Frostclaw Citadel
Frostclaw_Citadel_C_v1.2_Art.png
 
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Re: Shurrig's Maps: Valhalla and Frostclaw Citadel

I like the single ladders on each side, nice touch.
 
Re: Shurrig's Maps: Valhalla and Frostclaw Citadel

first glance tells me this looks like a solid map. I like how simple and aesthetically pleasing it looks.
 
Re: Shurrig's Maps: Guts

New map is up! I've also updated Stechavan and added a link to my OHS maps in the OP, which I'll be updating with my new maps in the coming weeks.

Guts
Guts_C_v1.1_Art.png
 
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Re: Shurrig's Maps: Crumbling Castle

Crumbling Castle
Crumbling_C_v1_Art.png


New map here! This is the 3rd map that I've posted since my return to mapmaking that uses RotV and FotA, but I'm really happy with how this one stands out from the others. I was inspired recently after finding tannergx's Ruins at Fort McAda, a beautiful Rise/Fortress map that uses many battlements and ladders in its build. Those two elements of FotA often get overlooked and underused, so I wanted to see how far I could push it here. Oh, and I added the flag, because why not?;)

Enjoy!
 
Re: Shurrig's Maps: Crumbling Castle

Nice! It really conveys the theme well.

Now I am nowhere near a seasoned map expert, but the center hill looks like it would offer a significant vantage point for ranged figures (10th Regiment of Foot, for example), and might be challenging to assault. What if two columns were added on the top hill? That would obstruct the amount of clear shots the hill defenders would have.
 
Re: Shurrig's Maps: Crumbling Castle

Nice! It really conveys the theme well.

Now I am nowhere near a seasoned map expert, but the center hill looks like it would offer a significant vantage point for ranged figures (10th Regiment of Foot, for example), and might be challenging to assault. What if two columns were added on the top hill? That would obstruct the amount of clear shots the hill defenders would have.

Good idea, M. I love the map too and the columns would make it even better.
 
Re: Shurrig's Maps: Crumbling Castle

Nice! It really conveys the theme well.

Now I am nowhere near a seasoned map expert, but the center hill looks like it would offer a significant vantage point for ranged figures (10th Regiment of Foot, for example), and might be challenging to assault. What if two columns were added on the top hill? That would obstruct the amount of clear shots the hill defenders would have.

Hey, thanks for checking out my thread!

Part of the thesis of this design was actually to limit LoS blockers and keep that middle pretty open. I think the ladders, road, and the overall size of the map actually helps deal with range. Given that its so small, Knights can reach level 4 and attack those positions within 2 turns. Though, I will admit that they can easily shoot at the glyphs, so maybe the sides could use a little cover.

I appreciate the feedback, I really enjoy the collaborative nature that mapmaking in this community welcomes and oftentimes catches things I've missed.
 
Re: Shurrig's Maps: Crumbling Castle

Your explanation makes sense; there are plenty of columns and battlements to sneak around before you make a run at the hill.

Part of the thesis of this design was actually to limit LoS blockers and keep that middle pretty open.

I like that concept. :)
 
Re: Shurrig's Maps: Kuraokami

Happy new year! I wanted to use a terrain combo that is rarely if at all used, specifically Marvel, Fortress, Tundra, so I've got a bit of an odd one here. Here's Kuraokami:

Kuraokami
Kuraokami_v1.2_C_Art.png
 
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Re: Shurrig's Maps: New Multiplayer Map/Updates

Adding Aubrien Hideout to this thread! I had posted it already in the casual maps channel over on the discord but forgot to put it here

Aubrien Hideout
Aubrien_Hideout_M_Art.png


Also, some updates to Guts and Viney Pines! Thanks to everyone's feedback on these, I'm liking these new versions much more.

Guts
Guts_C_v1.2_Art.png


Viney Pines
Viney_Pines_C_v1.1_Art.png
 
At a glance, I like it a lot. my gut feeling of the ruin placement seems like it's more aesthetics than functionally useful...but that's not always bad.
 
At a glance, I like it a lot. my gut feeling of the ruin placement seems like it's more aesthetics than functionally useful...but that's not always bad.

Thanks! And yeah, I've been trying to make double long ruins work for a minute, trying to compensate for all the double short ruin maps out there. I'm happy with where they ended up, as the spaces behind them are best used as launch points onto level 3.
 
okay I see what you're saying...jungle on the right and ruin on the left for developing onto lvl3 safely. makes sense.
 
It's been a minute; here's Rocky Foundations: RotV and AoA Version. I wanted to make something that paid paid homage to and bridged the gap between these two eras of Heroscape, as well as express just how far this community has come to bring this game back to life.

Rocky Foundations (RotV Version)
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Rocky Foundations (AoA Version)
full


There's a lot more in the pipeline too, can't wait to share what else I've been working on😁
 
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