• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Sir Heroscape's Maps

I've played 2 games on Lava Crag 2.0 and I think it's a fun map! It looks cool and has offered interesting late-game situations. Take my review with a grain of salt because I often conflate strategies of other wargames that don't translate well into HeroScape.

The main criticism I have is that I think it favors counter-clockwise development too strongly and will likely lead to lots of battles where the first few rounds are spent deploying from your start zone to the exact same region of the board (to whichever ruin is closest to you).

As a suggestion, I would consider swapping the central level-2 lava fields with sand hexes (that are currently being used for support). That would allow units with a move of less than 6 to develop towards the center without the fear of burning or overextending with redundant activations.

As it stands, I would only begin developing clockwise if there was a glyph I wanted to claim. And I would almost never deploy centrally because of the combined disadvantages of open ground, low-elevation, and burnination.

If you're interested in seeing the battles I did for research (or entertainment) purposes, they're posted on my youtube channel. (Unique Squad Mirror Match & Knights vs Romans)

hmmm, I'll have to take a look at that and see. Thank you for playing my map!!
 
Here are a couple of maps that use some unique sets you don't usually see together. Figured I'd give it a go, and they turned out alright.

Slated
Sets: BftU X2, RttFF, TJ, VW
slated_I6U.png


Terranova
Sets: BftU, VW, Marvel, TJ
terranova_6YK.png
 
I really like the maps you have posted in this thread. There's a ton of theme apparent in the designs, they feel almost like real world locations or movie sets. Burning Bridge, Capua Arena, Concan's Castle, etc.

I'm planning a Heroscape 4 player game night for tomorrow and will either be building one of your larger-scale ones or using it for inspiration.

Thanks for sharing these!
 
I really like the maps you have posted in this thread. There's a ton of theme apparent in the designs, they feel almost like real world locations or movie sets. Burning Bridge, Capua Arena, Concan's Castle, etc.

I'm planning a Heroscape 4 player game night for tomorrow and will either be building one of your larger-scale ones or using it for inspiration.

Thanks for sharing these!

Thanks man! Really appreciate the kinds words...
 
After some good feedback from @OEAO and @Cleon ...was able to update Star Chart to a much better version...
Star Chart
Sets: RotV, TJ, RttFF
start%20chart%202.0_l1G.jpg



This is also a new map I made...had fun with this one and feel pretty good about how it turned out...
Tabasco
Sets: RotV, VW, FotA
tobasco_0WY.png
 
I'm really liking the look of Burning Man. Reminds me of Mayberry and Blackberry.

I'd like to bring it to an event at some point, but I want to bring all the Marvel Contest maps I'm interested in first. So I'll need to keep Burning Man in mind.
 
Thanks man! I’m excited to hear what you think. It’s one of my recent favorites…I really like how it turned out as well.
 
Wanted to try and make a TT X2 map work (it's pretty tough)...and I felt like I came up with something fairly reasonable.

Dry Peaks
Sets: SotM, TT X2
dry%20peaks_M2T.jpg
 
Last edited:
Pretty happy with how this turned out. Now just gunna have to see if it plays okay.

Beachfront Eddy
Sets: SotM, RotV, TJ
eddy_zcD.png

I do love the look of this map, and it looks interesting gameplay wise.
Tho I would ditch the glyph rocky side, or just put a treasure glyph, the rocky side is strong enough.
 
I do love the look of this map, and it looks interesting gameplay wise.
Tho I would ditch the glyph rocky side, or just put a treasure glyph, the rocky side is strong enough.

Thanks! I really like the aesthetic as well. It's been pretty fun to play on as well as I've playtested on it this last week. Doesn't feel too strong on height, and the jungel and ruins to a lot to contest the positions.
 
Played a fun game 2v2 (300 each team) on Arroyo 2.0. Worked well as a 2v2 even if that wasn’t the intention. Some concern about range set up a fortress in the mid-late game but it wasn’t a problem because the guy who set it up left he the position to bail out a different figure.
 
Played a fun game 2v2 (300 each team) on Arroyo 2.0. Worked well as a 2v2 even if that wasn’t the intention. Some concern about range set up a fortress in the mid-late game but it wasn’t a problem because the guy who set it up left he the position to bail out a different figure.

Thanks for getting a game in! Glad it worked well.
 
Lots of great looking maps in here!

Thanks man! Any that particularly stand out to you?

Several of the VW based ones and some that I really like the aesthetics of (and that fit within my personal terrain combo):
Chili Fritos
Tabasco
Lava Crag
Arroyo
Desert Wellspring

I've noticed that many of your builds are narrower than I like at ~10 hexes wide, but not sure if they're for the burnout format which would make more sense.
 
Pretty happy with how this one turned out...

Breakthrough
Sets: RotV, RttFF X2
breakthrough_4H5.png

I really like the look of this one but think you could improve it in 4 areas:

  1. Base layer. Supporting 7-hexes are covered 93% by 24-hexes with a bunch of singles/doubles supporting the road in the same area.
  2. Single-hex level 4. First of all, can we get a clearer picture so these can be seen? :razz: I was going to suggest them but happily saw them in the build instructions. More importantly, I think they should be towards the inside together rather than isolated away from each other. It would take a repositioning of the ruins but I think it’s worth it. Right now the isolation only contributes to Point #4. That would also conveniently fix the hiding issue lol
  3. Road connection. Right now each strip of road is only connected by a single 2-hex on the far or close ends of the road. I’d like to see a connecting path that’s more centralized.
  4. Left side lean. The map currently has every incentive when I exit the SZ on my center-left. Even the SZ road bonus‘ best use gets me left. Going left is the best way for me to isolate the entire map pretty much, especially with the level 4 being isolated as well.

I think once you make the base layer more efficient there will be an abundance of opportunities where the other issues here almost just fix themselves. Great work on the 85%! Looking forward to seeing the last 15 and a breakthrough!
 
Back
Top