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Shurrig's Maps: Ravager

Re: Shurrig's Maps: New Map 3/23/19

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. :)
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!

I really like this as well! Well done!
Thank you!! Gonna try to put up more maps soon
 
Re: Shurrig's Maps: !!2 New Maps!! 5/22/19

Two HOT maps today! They're a ton of fun and they'll keep you on your toes!

Castle Pyres
2U7GQ.jpg


Inferno Valley
2U7GR.jpg
 
Re: Shurrig's Maps: !!2 New Maps!! 5/22/19

My personal opinions only here . . .

Ruins of Braunglayde - Beautiful map. Love it! My concern is if there are too may choke points (single hex pathways). I have not built the map to see exactly.

Castle Pyres - great map name. I am very intrigued and can see all kind of interesting strategy. I may run this map at our next tournament. Thank you!

Inferno Valley - indeed. Seems a little to hot. The ruins don't seem to provide much protection - there is still a lot of hot heights to climb. I see the advantage going to ranged armies too much. Good looking map, but I wouldn't include this in a tournament setting.
 
Re: Shurrig's Maps: !!2 New Maps!! 6/22/19

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.
 
Re: Shurrig's Maps: !!2 New Maps!! 6/22/19

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.

Thank you! I'm glad you're enjoying it, when I was making it I was playing around with glyph ideas and I landed on Gerda in the middle and Brandar glyphs on the outside just to create a little diversity with my glyph usage, however I do like the use of Wannok and Dagmar! Did you replace Gerda with a treasure glyph or just remove it?
 
Re: Shurrig's Maps: !!2 New Maps!! 6/22/19

I actually kept it. I thought it helped spread the conflict evenly
 
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.
 
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!
 
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.
 
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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.
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
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

I'm working on a map currently and I keep getting stuck with it. As of right now I enjoy the design, but I'm scratching my head at what it is about it that I don't like. Something about it feels off, any suggestions would be kindly appreciated

2WQCT.jpg
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

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.

OCeYFQD.png

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

^This is a really good analysis...I think Leaf's got a point here.
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

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.

OCeYFQD.png

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.

Hey, apologies for taking so long to respond, I haven't been able to get to my laptop for the past few days and I wanted to make sure I was able to give a thorough response. Anyway, let's get into it!

Your feedback really helped me out quite a ton, so thank you for taking the time to break my map down and analyze it. I think with my newer version I've covered most of the issues you brought up. Here is what it looks like now:
2Xa1W.jpg

2Xa22.jpg


Essentially all I've done is rework the middle so there is more neutral space, and I took out a few water hexes and replaced the ones in the middle with LOS blockers and the ones close to the start zone with 1-hex grass tiles so that dead space is now useful (also put some extra ladders down near the start zones). I believe these minor tweaks have made the map much more open, at least for the center and right side of the map. The left side of the map is still a bit chokey, but I think with the parts restrictions it works fine. I may go back and see what I can do with it later but for now I like it.

I think with these minor reworks the pathing has opened up drastically for 6-move figures, take a look:
2Xa1X.jpg

2Xa21.jpg


Now that yellow area you had pointed out is fully functional, and adding that ladder allows for a much more versatile way of deploying units and is just much more open. I'm pretty happy where this map is right now functionally and aesthetically, but I'm still very open for critiques. Once again thanks for giving your feedback and let me know if you see anymore issues!
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

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

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.

Okay, so I've done more tweaking again, this time more so with the middle area. Unfortunately it seems like with the terrain restrictions I am unable to add much more height, but I believe that the LOS blockers do a pretty good job of keeping those level 3 7-hex tiles in check. Also, I've started to mess around with glyphs to counteract that height. Right now, I have kelda and wannok, but I've considered switching them out (maybe gerda and dagmar? I'll have to playtest it). Here's what it's looking like right now
2XbsS.jpg


You'll see I've also reworked the left side a bit to make it less chokey and moved LOS blockers to make the middle more open. I was thinking this would help make melee armies a bit more viable, but I think I need to playtest it a bit more.
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

What are the restrictions on this? Looks like you're using about half of a RotV set, a road set, and a castle set.
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

What are the restrictions on this? Looks like you're using about half of a RotV set, a road set, and a castle set.

I've used up about all the terrain from those sets save for a couple of 24 hexes and water tiles, but I've tried and it they won't fit without changing the footprint significantly.
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

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.

OCeYFQD.png

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.

This and your subsequent analyses are great, Leaf_it!
 
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.
 
Re: Shurrig's Maps: Hollow Ramparts (New Map)

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
So true!
I think that BftU and FotA together DO offer enough material — JUST enough material — to make interesting and competitive maps. But getting the terrain to stretch far enough really requires learning how to prop up large (24- and 7-hex) tiles on level 2 using a minimum of supporting tiles underneath them on level 1. (I.e., leaving empty void spaces on level 1.)

Desperado and Ariadne below are good examples of this. Desperado in particular. One trick I use there is to use wall bases separately from the walls themselves. Because walls don't NEED to stand on their bases! You can plop walls down directly on terrain tiles. This gives you 21 single-hex wall base tiles which you can use on lower levels to prop up other, larger, tiles. This is huge! :mrgreen:

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Desperado Download PDF
Uses: 1 BftU, 1 FotA
Board for online play
desperadod__titled_original.jpg

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Ariadne Download PDF
Uses: 1 BftU, 1 FotA
ariadne_v3__titled_original.jpg

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