Sir Heroscape
Sir Formerly Known As adoney
Re: Shurrig's Maps: New Map 3/23/19
I really like this as well! Well done!
I really like this as well! Well done!
Thanks a lot! I was wavering on where to place those castle walls because I was concerned with lanes for units, but I'll try and test it out!Nice one. I like how you mixed the trees and single-walls in its symmetry a lot. Glyph choice and placement looks good - some heroes can wander down the paths for the treasure glyphs and everything else fights for the defense glyph. I'd almost consider moving each two-piece-wall down a hex, to provide more cover to those approaching the raised rock 7-hex. But all in all, I like this one a lot, nicely done.
Thank you!! Gonna try to put up more maps soonI really like this as well! Well done!
Been playing on Ruins of Braunglayde this weekend and have been really enjoying it! The only difference I made was making the Brandar preset power glyphs (Wannock in water and Dagmar on the road) because I felt like the treasure glyphs weren't enough incentive to go out of the way to the edge. It's been playing really well that way. Aside from that, I'm really enjoying the map.
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!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!I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
It’s really a shame that BftU sets are so expensive, a single set just doesn’t feel like enough to work with. Even using RttFF and FotA with it feels like a challengeThanks! 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!I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
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.
You asked for feedback a while ago, so hopefully you're still looking for it.
I feel like there's an over abundance of water on one side of the map. I think that was part of the theme, but it's creating 1 hex walkways which can be easily clogged up. I'd try to make the pathing easier by swapping out 2 hexes of water from each side, so that it's easier to move into the center of the map. As it is now, there's a spot on the other side of the 2hex walls adjacent to the startzone, that I don't think I'd ever move a unit into, because the water and the battlements create a roadblock. Let me draw on the map to try and illustrate what I'm trying to say.
Each color is the path a figure with 6 move could take on it's first turn. The Yellow area is an area that serves no purpose unless you have Flying, or can ignore water with Slither or something. The water and battlements block the movement enough that the area doesn't have much use. It's also possible to block the left side, that RED and GREEN figures would move through, with just 3 figures, making that part of the map very susceptible to clogs.
That looks much better. Pathing is easier, and it won't be as hard to move around the clogs that could appear.
The problem I'm seeing now, is that the 7 hex that has the ladders on it, is really powerful. It's a level 3 while most of the map is a level 2, with some level 3 high spots in the middle. I only see a single hex right on the middle that goes up to level 4, which means that turtling on that 7 hex right outside your startzone will be very easy, and viable for ranged pods. Adding a few more level 4 hexes to those middle level 3 areas will help this quite a bit.
What are the restrictions on this? Looks like you're using about half of a RotV set, a road set, and a castle set.
You asked for feedback a while ago, so hopefully you're still looking for it.
I feel like there's an over abundance of water on one side of the map. I think that was part of the theme, but it's creating 1 hex walkways which can be easily clogged up. I'd try to make the pathing easier by swapping out 2 hexes of water from each side, so that it's easier to move into the center of the map. As it is now, there's a spot on the other side of the 2hex walls adjacent to the startzone, that I don't think I'd ever move a unit into, because the water and the battlements create a roadblock. Let me draw on the map to try and illustrate what I'm trying to say.
Each color is the path a figure with 6 move could take on it's first turn. The Yellow area is an area that serves no purpose unless you have Flying, or can ignore water with Slither or something. The water and battlements block the movement enough that the area doesn't have much use. It's also possible to block the left side, that RED and GREEN figures would move through, with just 3 figures, making that part of the map very susceptible to clogs.
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!I like how you squeezed the treasure glyph in the small opening between the walls on this map. Looks cool.
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.
So true!It’s really a shame that BftU sets are so expensive, a single set just doesn’t feel like enough to work with. Even using RttFF and FotA with it feels like a challenge