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superfrog's maps -- Cucumber 6/10

superfrog

This is merely a joke.
Check out my maps below! Most are available for online play here. Enjoy!

Current Featured Map:
full


Cucumber build instructions. It uses 1 RotV, 1 TT, and 1 TJ, with 2 random glyphs.

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Favorites (by Master Set Usage):

RotV:
arboretum_original.jpg

Arboretum build instructions. It uses 1 RotV, 1 RttFF, and 1 TJ, with 2 random glyphs.

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Compact build instructions. It uses 1 RotV, with 2 random glyphs and 2 optional random treasure glyphs.

RotV+ BftU:

img_0423_original.jpeg

Clear Cut build instructions. It uses 1 RotV, 1 BftU, and 1 RttFF, with 2 random glyphs and 2 treasure glyphs.

SotM:

img_0406_original.jpeg

By a Thread build instructions. It uses 1 SotM, 1 RttFF, and 1 TT, with 2 random glyphs.

full

Throughline build instructions. It uses 1 SotM and 1 RttFF, with 2 random glyphs.

img_0401_original.png

Vixen build instructions. It uses 1 SotM, 1 TT, and 1 VW, with 2 random glyphs.

SotM + BftU:

turmoil_original.png

Turmoil build instructions. It uses 1 BftU, 1 SotM, and 1 RttFF, with 2 random glyphs.
This map has been inducted into WoS (4-0).

img_0412_original.jpeg

Wingspan build instructions. It uses 1 SotM, 1 BftU, and 1 TJ, with 2 random glyphs.
An earlier version of this map (link) was nominated for WoS; it was not inducted (0-2).

img_0411_original.jpeg

Reclamation build instructions. It uses 1 BftU, 1 SotM, and 1 FotA, with 2 random glyphs.[/spoiler]

BftU:

img_0425_original.jpeg

Canary build instructions. It uses 2 BftU and 1 TJ, with 2 random glyphs.
This map has been inducted into WoS (3-1).

shroud_of_torin_original.png


Shroud of Torin build instructions. It uses 2 BftU and 1 FotA, with 2 random glyphs.

img_0416_original.jpeg

Styx and Stones build instructions. It uses 1 BftU, 1 FotA, and 1 VW, with 2 random glyphs.

BftU + M:tCB:

img_0417_original.jpeg

Grayscale build instructions. It uses 1 BftU, 1 M:tCB, and 1 RttFF, with 2 random glyphs.

M:tCB:

img_0429_original.jpeg

Areopagus build instructions. It uses 2 M:tCB, 1 VW, and 1 FotA, with 2 random glyphs.

img_0430_original.jpeg

Blackberry build instructions. It uses 2 M:tCB and 2 RttFF, with 2 random glyphs.
This map was nominated for WoS. It was not inducted (1-1).

img_0419_original.jpeg

Succession build instructions. It uses 2 M:tCB, 1 TT, and 1 TJ, with 2 random glyphs.​
 
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Other RotV maps:
Spoiler Alert!


Other SotM maps:
Spoiler Alert!


Other SotM + BftU maps:
Spoiler Alert!


Other BftU maps:
Spoiler Alert!


Other M:tCB maps:
Spoiler Alert!


Even more (older + less good) maps:
Spoiler Alert!
 
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Re: Superfrog's Maps -- Dark and Deep added 5/4

Howdy, I did my Calibrax tests on Silence and Solitude, and I really like the look of it. It is near impossible to kill Raelin though when she gets on those single-hexers.
 
Re: Superfrog's Maps -- Dark and Deep added 5/4

Howdy, I did my Calibrax tests on Silence and Solitude, and I really like the look of it. It is near impossible to kill Raelin though when she gets on those single-hexers.

Thanks for running a few games on it!

I assume you mean the stone spaces in the center of the map? I had an earlier version where they weren't so high. I might see about tinkering it a little bit to make it less Raelin-friendly. Let me know how any future games go.

EDIT: The highest space in the middle is just as high as the outside wings' high points. Were you referring to those? Lowering the middle would allow the wings to get a better shot on the middle, but I'm not sure which hexes you had a concern with.
 
Re: Superfrog's Maps -- Dark and Deep added 5/4

Any of them, depending on where you want to setup you can put her on any and against pretty much anything she's rolling 4 defense dice. And it only takes 1 OM.
 
Re: Superfrog's Maps -- Dark and Deep added 5/4

Well, I might see about making them all level 4 (or is it 5) whatever the level under the current one fight now is. I'll have to look at the map closer again, but I think with a few rotations I can get the single-hexes on the grass hills a little farther away from the center of the action.
 
Re: Superfrog's Maps -- Dark and Deep added 5/4

You could make the middle of the map symmetrical by making the top layer one 4 hex slab.
 
Re: Superfrog's Maps -- Dark and Deep added 5/4

Huh, I hadn't thought of that. That would go on top of the 6 hex slab that's already there?

EDIT:

Lowered the middle to a 4-hex slab on level 4 and rotated the level 5's out away from the center of the map, and fixed some tile placement errors (floating level 2 water?!?!?), etc.

New link for Silence and Solitude

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Re: Superfrog's Maps -- Silence and Solitude revised 5/21

I have made an online version of this map, which has been added to the Online HS Maps ad Figures Database!
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

Cool map! :)
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

Nice! Only one concern, the glyph seems to be only 6 spaces flying to the left, and seven on the right. In addition, the height seems a bit his-hers, but it isn't too much of an issue.
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

Both glyphs are 4 flying spaces from each start zone, because of the middle SZ spaces. 4 walking spaces also, for that matter, but you would probably have to take some leaving engagements to leave from those spaces. But I think 6/7 flying and 7/7 walking isn't too bad, especially with the option for 4 from either SZ.
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

Cool map Superfrog! I like the "negotiation zones". I've played a few maps with start zones similar to those and it makes for unique gameplay. Most of the time I end up putting all of my guys in my normal startzone anyway, but it makes for a good feint. Since these start zones are on height, I bet you'd put somebody there most of the time.

I think 4 of the 8 grass hexers are impossible for melee double-spacers to attack.
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

I think 4 of the 8 grass hexers are impossible for melee double-spacers to attack.

Ow. That's hard. Well, after looking at it, if you rotate the 2 hex grass piece, keeping the rock outcrop where it is, that goes down to 2 out of 8, and double-spaced figures can still stand on those spaces they cannot attack.
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

Pretty cool map you have here superfrog:). I always like split starting zones, and you combined the forest well with the dungeon and the marvel set. Again, great job!
~NS
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

Both glyphs are 4 flying spaces from each start zone, because of the middle SZ spaces. 4 walking spaces also, for that matter, but you would probably have to take some leaving engagements to leave from those spaces. But I think 6/7 flying and 7/7 walking isn't too bad, especially with the option for 4 from either SZ.

Whoops, I forgot about the ones in the middle. My bad.
 
Re: Superfrog's Maps -- Asphalt Cocktail added 8/8

vnhs2ti97yquir26g.jpg

Asphalt Cocktail v2 build instructions.

I reconfigured the sides a bit so that all spaces are attackable or accessible to double-spaced melee figures.

Thoughts on the new version?
 
Re: Superfrog's Maps -- Asphalt Cocktail updated 8/21

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Asphalt Cocktail

Slightest of slight edits: added a water tile on each side, making every space attackable by double-spacers.
 
Re: Superfrog's Maps -- Soaring Leap added 11/20

Built Soaring Leap Wednesday for the first time (I designed it in VS). Played a few games on it, it worked really well. I enjoyed the gameplay it offered, but I did make a small tweak.
 
Re: Superfrog's Maps -- Soaring Leap added 11/20

Soaring Leap is a really pretty map ! I like how long it looks, it's kind of stretched out, but it still has some height. Well done. :)

However, I doubt that the roads on the right of the start zones are useful. Were they used in your tests ?
 
Re: Superfrog's Maps -- Soaring Leap added 11/20

Yes, the right path was used. It's not quite as fast as the left, but it allows you to stay on height instead of on level 1.
 
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