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Shurrig's Maps: Ravager

Re: Shurrig's Maps: Updated Thread/ New Maps 10/20/18

Hey! This is looking great! And you've got some good looking maps posted too. Based off of the few minutes I've spent looking at them, I'd say Druid, Viney Pines, and Walk of the Wolves look like my favorites. With Walk of the Wolves, I might suggest bringing in the big four hex trees inward more to utilize them as more line of sight blockers, but based on the map, I'm not sure where the best place to put them is... maybe behind the 3-hex rock pieces on level 4? I dunno...

BTW, I have played on Grounds of Ashra at a tournament here in Utah, and it was a fun map to play on.

Good work!
 
Re: Shurrig's Maps: Updated Thread/ New Maps 10/20/18

Hey! This is looking great! And you've got some good looking maps posted too. Based off of the few minutes I've spent looking at them, I'd say Druid, Viney Pines, and Walk of the Wolves look like my favorites. With Walk of the Wolves, I might suggest bringing in the big four hex trees inward more to utilize them as more line of sight blockers, but based on the map, I'm not sure where the best place to put them is... maybe behind the 3-hex rock pieces on level 4? I dunno...

BTW, I have played on Grounds of Ashra at a tournament here in Utah, and it was a fun map to play on.

Good work!

Appreciate the feedback man! I might just try moving those trees around the next time I sit down and play! I think my original intent was to make it more difficult to get to the glyphs, but I’m definitely seeing other ways of utilizing them.

Also, that’s awesome! Grounds of Ashra is honestly probably my favorite map of mine to play on.
 
Re: Shurrig's Maps: Updated Thread/ New Scenario Map! 10/21/

New Scenario Map! It's called Tombstones

"You and your opponent's army have entered into an enchanted graveyard. Legend has it that a magical tome within the mausoleum has the ability to revive fallen friends, reanimating them to fight another day."

Scenario rules are located in the instructions, enjoy!
https://drive.google.com/open?id=1vzAomsIZaLeTJI6oF9MRXQgfup5mqxI-
 
Re: Shurrig's Maps: Updated Thread/ New Scenario Map! 10/21/

I like the simplicity of the Tombstones Scenario map. Thematically it seems a little funny, raising them out of graves on a battlefield that they just died on.:) I does look like fun to play though.
 
Re: Shurrig's Maps: Updated Thread/ New Scenario Map! 10/21/

I like the simplicity of the Tombstones Scenario map. Thematically it seems a little funny, raising them out of graves on a battlefield that they just died on.:) I does look like fun to play though.

Yeah, I kinda was going for something goofy with this one, but I wanted to make a fun little scenario inspired by Halloween and zombies and such.
 
Re: Shurrig's Maps: New Map 11/11/18

Hey! I've been meaning to stop by and share some thoughts on some maps you've posted for awhile now.

I don't think I ever told you, but I like the tweaks you made to Walk of the Wolves. I think the two large trees will be much more beneficial as LOS blockers where you have them now.

Some thoughts on the last few ones you've posted (based purely on the pictures):

Brackish:
I worry a bit about the outside hills by the glyphs - it looks like prime camping territory for ranged units, and from the looks of things, It could be hard for melee units to overtake the hill if ranged units set up shop there. You've got a couple more LOS blockers with the sets you are using that could be very helpful for giving melee units some cover including the Marro Hive, and the Ruins. I like the classic choice of highway or highways you've got going here (quick to the opponent, or set up on height), just the way the map is designed, it's not going to be very easy to redirect melee units to contest the sides.

I do think it's kinda fun to see each mapmaker's unique footprint on their maps - and Brackish definitely has your footprint. :) I think with a few tweaks it will be solid.

Cold Stones:
I like this one overall - including the use of line of sight blockers. Perhaps one thing you could do (I haven't looked at your build so I don't know if this is possible), is to adjust the road slightly to create spots where road tiles are adjacent to some of those high points on the map. This would help melee out a bit.

Paladin:
This is my favorite of your recent maps. Good use of LOS blockers. I like the location of height on the map, and the way that road tiles are able to help units contest those height positions. I also like how the castle walls are used to limit the dominance of those height positions. Perhaps others will feel otherwise, but I love the addition of battlements to maps when they're used well, and feel the one thing I'd love to see on this map would be some well placed battlements. I think they can add so much aesthetically and also make some interesting pathing decisions.

Entanglement:
Thanks for the shoutout on this one! I do like the simplicity of this design. It will definitely be a blood-bath because of the size of the map, and with maps like this, the first turn could be a significant advantage. If it were me, I might try to utilize a touch more terrain, and extend the map just a little bit. If you don't want to do that, you might want to utilize the ruins in the RotV version to try and minimize first turn advantage by providing a little more cover. I will say, of the two I prefer the swamp variant (i like how it opens up that back pathway to the glyph - though you could sprinkle some normal water tiles in there among the swamp water). I think it could be cool to work the hive into the middle of the map somehow to help with the first turn advantage I mentioned.

You've got some solid stuff going on here! Keep up the great work! :up:

Oh, as a sidenote (and speaking from the perspective of one who has done the same thing), I don't know much about the image hosting site you're using to post your pictures, but if there is another option for posting the pictures, you might want to consider that. It's slightly annoying to click on a picture to enlarge it, and be redirected to another site. I did this on accident when first posting pictures of my maps on my thread too because I didn't know which share link to use on MediaFire (the image hosting site I use). I am not sure if they give you different options for a "direct link", but I might consider looking into that and seeing if you can figure it out for future images you post.
 
Re: Shurrig's Maps: New Map 11/11/18

Hey! I've been meaning to stop by and share some thoughts on some maps you've posted for awhile now.

I don't think I ever told you, but I like the tweaks you made to Walk of the Wolves. I think the two large trees will be much more beneficial as LOS blockers where you have them now.

Some thoughts on the last few ones you've posted (based purely on the pictures):

Brackish:
I worry a bit about the outside hills by the glyphs - it looks like prime camping territory for ranged units, and from the looks of things, It could be hard for melee units to overtake the hill if ranged units set up shop there. You've got a couple more LOS blockers with the sets you are using that could be very helpful for giving melee units some cover including the Marro Hive, and the Ruins. I like the classic choice of highway or highways you've got going here (quick to the opponent, or set up on height), just the way the map is designed, it's not going to be very easy to redirect melee units to contest the sides.

I do think it's kinda fun to see each mapmaker's unique footprint on their maps - and Brackish definitely has your footprint. :) I think with a few tweaks it will be solid.

Cold Stones:
I like this one overall - including the use of line of sight blockers. Perhaps one thing you could do (I haven't looked at your build so I don't know if this is possible), is to adjust the road slightly to create spots where road tiles are adjacent to some of those high points on the map. This would help melee out a bit.

Paladin:
This is my favorite of your recent maps. Good use of LOS blockers. I like the location of height on the map, and the way that road tiles are able to help units contest those height positions. I also like how the castle walls are used to limit the dominance of those height positions. Perhaps others will feel otherwise, but I love the addition of battlements to maps when they're used well, and feel the one thing I'd love to see on this map would be some well placed battlements. I think they can add so much aesthetically and also make some interesting pathing decisions.

Entanglement:
Thanks for the shoutout on this one! I do like the simplicity of this design. It will definitely be a blood-bath because of the size of the map, and with maps like this, the first turn could be a significant advantage. If it were me, I might try to utilize a touch more terrain, and extend the map just a little bit. If you don't want to do that, you might want to utilize the ruins in the RotV version to try and minimize first turn advantage by providing a little more cover. I will say, of the two I prefer the swamp variant (i like how it opens up that back pathway to the glyph - though you could sprinkle some normal water tiles in there among the swamp water). I think it could be cool to work the hive into the middle of the map somehow to help with the first turn advantage I mentioned.

You've got some solid stuff going on here! Keep up the great work! :up:

Oh, as a sidenote (and speaking from the perspective of one who has done the same thing), I don't know much about the image hosting site you're using to post your pictures, but if there is another option for posting the pictures, you might want to consider that. It's slightly annoying to click on a picture to enlarge it, and be redirected to another site. I did this on accident when first posting pictures of my maps on my thread too because I didn't know which share link to use on MediaFire (the image hosting site I use). I am not sure if they give you different options for a "direct link", but I might consider looking into that and seeing if you can figure it out for future images you post.

Hey, thanks so much for these critiques. This is my second time writing this, as it seems as though I accidentally deleted my entire response. Sorry for not replying to this sooner, as final projects and school sort of took up my life for the past month, so I haven't been super active on this site for a bit.

In regards to Brackish and Cold Stones, I am currently working on changing the mechanics and the aesthetics to them to try to make more interesting battles. I'm glad for the critiques you've made though, because I was scratching my head at what was wrong with these maps, so I thought posting them on here would get me some help. These terrain combinations (especially Cold Stones) are not really in my wheelhouse of terrain I'm comfortable using, mostly because I just always want to use a ton of road.

Also, with Entanglement, I had originally had the start zones set up differently and had different tweaks, so I may revert to that original design.
 
Re: Shurrig's Maps: New Map 11/11/18

No worries my friend! I definitely don't miss school - just ask me how excited I am to start looking into Masters programs... :grrrr:

By the way - my feedback was totally based on just looking at the pictures. Playtesting is the only real way to be absolutely sure. But yeah, I know what you mean about trying to figure out what's wrong with a map - oftentimes a fresh set of eyes can help a ton.

I'll look forward to seeing the tweaks you make!
 
Re: Shurrig's Maps: New Map 11/11/18

No worries my friend! I definitely don't miss school - just ask me how excited I am to start looking into Masters programs... :grrrr:

By the way - my feedback was totally based on just looking at the pictures. Playtesting is the only real way to be absolutely sure. But yeah, I know what you mean about trying to figure out what's wrong with a map - oftentimes a fresh set of eyes can help a ton.

I'll look forward to seeing the tweaks you make!

Thanks! Also, from now on I'll use Mediafire to host my images, I myself had this same concern but didn't know how to fix it, I just figured it was better to have an image than no image at all.
 
Re: Shurrig's Maps: New Map 11/11/18

from now on I'll use Mediafire to host my images, I myself had this same concern but didn't know how to fix it, I just figured it was better to have an image than no image at all.

Right on man - and yeah, you're totally right. Better to have an image. :) Let me know if you need any help getting it figured out. Essentially the image link you want to put in is the "Direct Link". Put that in between the image tags and you should be good to go. You find the Direct Link by clicking on "Share" and then "More sharing options...".

Good luck!
 
Re: Shurrig's Maps: New Map 11/11/18

from now on I'll use Mediafire to host my images, I myself had this same concern but didn't know how to fix it, I just figured it was better to have an image than no image at all.

Right on man - and yeah, you're totally right. Better to have an image. :) Let me know if you need any help getting it figured out. Essentially the image link you want to put in is the "Direct Link". Put that in between the image tags and you should be good to go. You find the Direct Link by clicking on "Share" and then "More sharing options...".

Good luck!

So I checked out your images, and it's not the site that you're using. You just have url tags along with your image tags. For example, right now the code for Entanglement looks like this (without the spaces):

[IMG ]http://funkyimg.com/i/2N38q.jpg[/IMG ][/URL ]

If you just take out those two sets of brackets for the url, you'll just have the image and it won't pull up the page when clicked on.
 
Re: Shurrig's Maps: New Map 11/11/18

from now on I'll use Mediafire to host my images, I myself had this same concern but didn't know how to fix it, I just figured it was better to have an image than no image at all.

Right on man - and yeah, you're totally right. Better to have an image. :) Let me know if you need any help getting it figured out. Essentially the image link you want to put in is the "Direct Link". Put that in between the image tags and you should be good to go. You find the Direct Link by clicking on "Share" and then "More sharing options...".

Good luck!

So I checked out your images, and it's not the site that you're using. You just have url tags along with your image tags. For example, right now the code for Entanglement looks like this (without the spaces):

[IMG ]http://funkyimg.com/i/2N38q.jpg[/IMG ][/URL ]

If you just take out those two sets of brackets for the url, you'll just have the image and it won't pull up the page when clicked on.


So nice to have people like you around Bigga who actually know what they're doing. :)
 
Re: Shurrig's Maps: New Map 11/11/18

from now on I'll use Mediafire to host my images, I myself had this same concern but didn't know how to fix it, I just figured it was better to have an image than no image at all.

Right on man - and yeah, you're totally right. Better to have an image. :) Let me know if you need any help getting it figured out. Essentially the image link you want to put in is the "Direct Link". Put that in between the image tags and you should be good to go. You find the Direct Link by clicking on "Share" and then "More sharing options...".

Good luck!

So I checked out your images, and it's not the site that you're using. You just have url tags along with your image tags. For example, right now the code for Entanglement looks like this (without the spaces):

[IMG ]http://funkyimg.com/i/2N38q.jpg[/IMG ][/URL ]

If you just take out those two sets of brackets for the url, you'll just have the image and it won't pull up the page when clicked on.


Thanks Bigga! Just fixed the OP
 
Re: Shurrig's Maps: New Maps 12/21/18

Two new maps!

Shattered Bastion
https://drive.google.com/open?id=1f1EUTCXMaKReHlinS2IFK_YTUfTbZgRc
2PqtY.jpg


Sunken Crag
https://drive.google.com/open?id=1Rp6E5psP4qAUvK1k6yKHujKpKuz-hmdJ
2PqtZ.jpg
 
Re: Shurrig's Maps: New Maps 12/21/18

I really like Shattered Bastion...though Sunken Crag seems a bit “meh” if I’m being honest. Feels like it needs something more. Maybe more pillars or battlements?
 
Re: Shurrig's Maps: New Maps 12/21/18

I really like Shattered Bastion...though Sunken Crag seems a bit “meh” if I’m being honest. Feels like it needs something more. Maybe more pillars or battlements?

Thanks for the feedback! Yeah, I was thinking of maybe moving around the two center pillars closer to the sides. I’ll probably rework it a bit but I was kind of happy with the pathing as it is, so I may have to rework it a bit.
 
Re: Shurrig's Maps: A Late Merry Christmas! 12/26/18

Merry Christmas! I was going to post these yesterday, but I was busy all day and spending time with family. Anyway, I've got FIVE new maps to share! All feedback is welcome

Bestowed
https://drive.google.com/open?id=1Ks7Sj1xImLejA9XUFocf8lgJEQa-Fsjx
2PqtV.jpg


Hydra
https://drive.google.com/open?id=1-dpNCZXWTxOEZ__g2SOnOZyl0uXcHuvV
2PqtW.jpg


King's Crown
https://drive.google.com/open?id=1YVYsnp4Zivc8O2QEUJ_ki4NChK-lnGmC
2PqtX.jpg


Roads of Feylund
https://drive.google.com/open?id=1egXZvKYyWWQWZPAJ2_rPG1aEfWv-wpej
2PzRU.jpg


Squirrel
https://drive.google.com/open?id=1lImSaQVPLo_ZAv_I98mZbAqUbge6Rug0
2PqCu.jpg


Also, @Sir Heroscape I reworked Sunken Crag a bit, thoughts?
https://drive.google.com/open?id=1JqkESuWS5CyuYMDvgZyqM0nOVA8KfIqm
2Purh.jpg
 
Re: Shurrig's Maps: Merry Christmas! 12/26/18

Heya Mr. JaesShurrig Sir, I've been trying out some new maps and wanted to drop by with some thoughts for you! (Thoughts that I've been meaning to drop for a long time, both for you and the others making maps recently, but I'm finally getting to it!!)

First off, I got to play on this puppy:
2Mp2M.jpg

and thoroughly enjoyed it! I did make a small change that I thought I'd suggest, which was just moving the trees in the start zone up a space to be next to the road, and then moving the start zone space on the road to the spot the tree occupied. This was mainly to keep the start zones more intuitive, which is helpful when you're trying to get armies placed and games started quickly (like at a tournament, maybe one that happens monthly in Utah ... ;)). I also popped a Treasure Glyph onto the center Water hex because I think Treasure Glyphs are fun. Overall it's a great map! The road does a good job of helping to enhance movement without commanding it, and options felt open. I do think this could be a map that would benefit from static Power Glyphs (while I was playing I was thinking Initiative on the plain-water hex and Wound on the other spot to counter the main hill more). Good job on it! While I had the terrain out I also tried:
2Mi4r.jpg

which was similarly a great experience! (I've also noticed a trend in good swamp/road maps coming from you :)) You did a good job connecting the road to all the high ground on it, and the action really lent itself to using the whole map, even when I fielded Raelin! (Well, I still kept in her aura, but wanted to spread out more.)

Those are the two I've played on recently, though I want to play on more of them! I'd also comment on each of them individually, but since that's time consuming and overwhelming, I do want to comment on one larger-picture thing I see happening in a few of them. Some of your maps have very turtle-friendly high ground right outside the start zone. Puddle Hopping, Hydra, and Roads of Feylund are my biggest offenders here, as they have high ground that oversees at least one glyph, which gives a very dominant position on the battlefield right outside the starting area. That's just something I'd watch out for, and it's one of my personal biggest turn-offs when looking for new maps to play. Even the Entanglement maps (which I love the look of, btw) worry me with high ground that can shoot right into the enemy start zone (partly due to the small size of the map, which may allow for sufficient counterattacks -- I'm not sure without playing on those ones).

Definitely more maps that excite me than don't in your arsenal, though! I'm particularly hoping to get to play on Frayed, Paladin, Walk of the Wolves, Squirrel, and Swampy Streets sometime soon(ish)! Thanks for sharing them and your talent!
 
Re: Shurrig's Maps: Merry Christmas! 12/26/18

Heya Mr. JaesShurrig Sir, I've been trying out some new maps and wanted to drop by with some thoughts for you! (Thoughts that I've been meaning to drop for a long time, both for you and the others making maps recently, but I'm finally getting to it!!)

First off, I got to play on this puppy:
2Mp2M.jpg

and thoroughly enjoyed it! I did make a small change that I thought I'd suggest, which was just moving the trees in the start zone up a space to be next to the road, and then moving the start zone space on the road to the spot the tree occupied. This was mainly to keep the start zones more intuitive, which is helpful when you're trying to get armies placed and games started quickly (like at a tournament, maybe one that happens monthly in Utah ... ;)). I also popped a Treasure Glyph onto the center Water hex because I think Treasure Glyphs are fun. Overall it's a great map! The road does a good job of helping to enhance movement without commanding it, and options felt open. I do think this could be a map that would benefit from static Power Glyphs (while I was playing I was thinking Initiative on the plain-water hex and Wound on the other spot to counter the main hill more). Good job on it! While I had the terrain out I also tried:
2Mi4r.jpg

which was similarly a great experience! (I've also noticed a trend in good swamp/road maps coming from you :)) You did a good job connecting the road to all the high ground on it, and the action really lent itself to using the whole map, even when I fielded Raelin! (Well, I still kept in her aura, but wanted to spread out more.)

Thanks for the feedback! I like the suggestions for Forest Frenzy, so expect an updated version of that soon.
 
Re: Shurrig's Maps: 1/16/19

Hey Y'all, I got a map I'm working on. @BiggaBullfrog had pointed out that I like to do Swamp/Road maps, and I really do! I've been fiddling around on this one for a bit but haven't gotten to play any games on it yet, any thoughts? Feedback is very much welcomed

2QgbK.jpg


It should also be noted that the glyphs are on regular water spaces.
 
Re: Shurrig's Maps: Merry Christmas! 12/26/18

Looks like a pretty cool map -- nice and fast development for quick action. The center area of height has me most worried. Wannok is good to counterbalance it, but that one tree isn't going to be blocking sight from many of the hexes up there, so they'll be able to shot the glyph pretty easily. It also looks difficult to engage the high ground from the Wannok side with water slowing units down. That could be okay since the water space can still engage the high ground, but that's something I'd look out for.
 
Re: Shurrig's Maps: Any Tips? 2/22/19

I've been working on this three player map for the upcoming map contest and I've been scratching my head trying to figure this one out. I really have no experience in making 3 player maps, so if someone can point me in the right direction with this, it would be greatly appreciated lol. (btw I'm using RotV x2, BftU, FotA, and RttFF)


Here are some pics:
2RFcf.jpg

2RFch.jpg

2RFci.jpg
 
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