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Sir Heroscape's Maps

Nice! Glad to see you post another map after this time. I remember coming across the Yavin 4 map when looking at old map threads and I liked the way it looked. I really like the modern spin you put on it here!
 
Nice! Glad to see you post another map after this time. I remember coming across the Yavin 4 map when looking at old map threads and I liked the way it looked. I really like the modern spin you put on it here!

Thanks, yeah I've been pretty happy with how it turned out....I need to get back to building maps...I went on like a 3month hiatus...
 
Looks very nice at my initial glance. Admittedly I haven't played it yet, but my only thought would be connecting the deadend road near the ruins to the rest of the road to complete the loop to bring them a little more into play and give a couple more options to speed around the map. Maybe steal the small projection near the water?
 
Yeah, I may update that, I'll have to play with it a little and see what I think. The map moves fast enough out the SZ that I don't immediately feel like it needs to be fixed...but we'll see.
 
This months maps. 1 that's a fun unique startzone aesthetic and another that's completely asymmetrical.

Arena
Sets: RotV, FotA, RttFF
arena_4lF.png


Nomad
Sets: RotV, TJ
nomad_2us.png
 
Idk how it will play out, but I just downloaded Obsidian rn and will bring it to play with a friend tomorrow. I was looking for a map using Marvel and looked nice and this hits those marks, plus it’s different. Any thoughts on how you found it in regards to balance?
 
Overall I've liked it. It feels a bit of like King of the Hill where whoever can get to the center height first has a pretty clear advantage...but it's not horrible. The other thing that's noticeable is no LOS blockers. so it's a very open map...which isn't necessarily bad...but worth noting. My favorite part about the map is it's theme and aesthetic...I really like how it turned out and feels, to me, like Obsidian.
 
We were supposed to play on this and Moam Wrath’s, but ended up playing all our matches on Obsidian instead. We both enjoyed it quite a bit. The absence of LOS blockers isn’t too much of an issues, although they would help. There’s still enough fairly straight forward space to run across the map. The hills are tempting, but foster some choices as to not be left on lava. Aesthetics are great; it’s a little dark, but the contrast is refreshing and the molten lava pops with the tile sides leading to the surface looking wonderful and feeling organic.youre right, it doesn’t overall feel, well, like obsidian. I has a map like Thai in mind recently and am glad to see it was created. I also had an itch for a Marvel map and although Obsidian didn’t quite scratch the Marvel itch, but I was left more satisfied than if it had. Thank you.
 
We were supposed to play on this and Moam Wrath’s, but ended up playing all our matches on Obsidian instead. We both enjoyed it quite a bit. The absence of LOS blockers isn’t too much of an issues, although they would help. There’s still enough fairly straight forward space to run across the map. The hills are tempting, but foster some choices as to not be left on lava. Aesthetics are great; it’s a little dark, but the contrast is refreshing and the molten lava pops with the tile sides leading to the surface looking wonderful and feeling organic.youre right, it doesn’t overall feel, well, like obsidian. I has a map like Thai in mind recently and am glad to see it was created. I also had an itch for a Marvel map and although Obsidian didn’t quite scratch the Marvel itch, but I was left more satisfied than if it had. Thank you.

glad to hear it! I don't think Obsidian gets enough love...I consider it one of my "sleeper" maps that flies under the radar
 
Had a lot of fun working with this new combo...and REALLY pleased with how this turned out. Already happy with the gameplay I've had on it too.

Shadesmar
Sets: Marvel, BftU, TJ, FotA
shadesmar2_a6f.jpg
 
What did you change on Bad Moon Rising, and why?

Just the Startzone position and adjusting some of the battlements slightly.

The biggest issue with the original - imo - is how difficult it is to develop out of the startzone. 6 move figures and flying figures have a massive advantage and I always feel like I'm fighting the map when I'm developing.

Additionally, the startzones aren't immediately intuitive...so my version aims to simply make the startzones easily recognizable AND allow for smoother development into the map.

Additionally I switched around some battlements on the lvl 4 center height as to allow that position to be engaged by figures 2 high.
 
Thanks. I was flipping tabs between the two versions comparing the cemters and couldn't see any difference and thought I was going bonkers. :lol:

The changes are subtle, but interesting, and do look like they offer a little more open pathing put of the SZs.
 
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