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Tournament Map Feedback Thread

Curious to hear people's thought's on the Scapecon II multiplayer maps: 4-Player Map, Frenzied, Manji, & One Time at Scout Camp

Documenting the best multiplayer maps is a passion project of mine, eventually you might see a compilation post
 
Bloodstar

I quite liked this map. Development was smooth and I didn’t feel like there were any features that distracted from the gameplay. Not much to say since I felt overall it had good flow and allowed for good positioning Throughout each stage of the game. I like this one!
 
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BLOOD STAR

It's kind of amazing how different this map feels from Stygian Rift despite using the exact same sets. Stygian Rift is very much a map defined by the shadow in the middle. By removing the shadow pool in the middle, and having more easily defensible glyphs, this map pushes much out to the sides. The flatland area in front of the start zone is also pretty interesting. Again, it encourages you to go to the sides, because you can more quickly get to and hold height on the sides. The game I played on this was Chasers vs. Harqs. The Harqs mostly chilled in their startzone, but the Chasers had some interesting development decisions to get across the map as fast as they could. I like the map, need more games to have a fully fleshed out opinion, but I always admire maps that feel unique.

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END OF THE LINE

This was my second game on End of the Line. I think the startzone is a little odd, shaped weirdly. I think it would be better if that back row were just removed entirely and the startzone was pushed up a little closer to the action of the map. The map itself is pretty cool though. It reminds me a bit of Cleon's Parallel with the glyphs somewhat separate on flatland from the rest of the map. Kind of a hybrid between Parallel and Remains of Clionesia.
 
Hey y'all! I'm looking for some feedback on a map I'm working on:


https://freeimage.host/

I like the state that it's in for the most part, I'm really just trying to decide if I should remove the water tiles and shrink the map width by a tile or keep as is. I've only played a few games on it and it hasn't affected gameplay as much as I feared, but the water does split up the map to a considerable degree.

(Start zones are the first two rows of the map, glyphs are placed seven spaces away on the edge of the center row)
 
Hey y'all! I'm looking for some feedback on a map I'm working on:


https://freeimage.host/

I like the state that it's in for the most part, I'm really just trying to decide if I should remove the water tiles and shrink the map width by a tile or keep as is. I've only played a few games on it and it hasn't affected gameplay as much as I feared, but the water does split up the map to a considerable degree.

(Start zones are the first two rows of the map, glyphs are placed seven spaces away on the edge of the center row)

It's very tempting to take that hex on the bottom left and bring it up to the middle edge of the board to make this map a perfect hex shape.

Usually I only comment on maps that I've played on. My main impression of this map is that it's a little flat, especially with regards to the lava in the middle. I'm not sure it's really worth stepping in that middle lava given that it offers no relative height. It's already more dangerous ground because it's near the road. The level 3 rock outside the startzone seems like the safest place on the map.
 
Hey y'all! I'm looking for some feedback on a map I'm working on:


https://freeimage.host/

I like the state that it's in for the most part, I'm really just trying to decide if I should remove the water tiles and shrink the map width by a tile or keep as is. I've only played a few games on it and it hasn't affected gameplay as much as I feared, but the water does split up the map to a considerable degree.

(Start zones are the first two rows of the map, glyphs are placed seven spaces away on the edge of the center row)

It's very tempting to take that hex on the bottom left and bring it up to the middle edge of the board to make this map a perfect hex shape.

Usually I only comment on maps that I've played on. My main impression of this map is that it's a little flat, especially with regards to the lava in the middle. I'm not sure it's really worth stepping in that middle lava given that it offers no relative height. It's already more dangerous ground because it's near the road. The level 3 rock outside the startzone seems like the safest place on the map.

From my experience the relative flatness has not been too big of an issue, at least on the edges. A figure with 4 move can access level 3 on turn one, but I get what you're saying. having relative height is important so I may try to play a bit more with that. Thanks for the feedback!
 
BLOOD STAR

It's kind of amazing how different this map feels from Stygian Rift despite using the exact same sets. Stygian Rift is very much a map defined by the shadow in the middle. By removing the shadow pool in the middle, and having more easily defensible glyphs, this map pushes much out to the sides. The flatland area in front of the start zone is also pretty interesting. Again, it encourages you to go to the sides, because you can more quickly get to and hold height on the sides. The game I played on this was Chasers vs. Harqs. The Harqs mostly chilled in their startzone, but the Chasers had some interesting development decisions to get across the map as fast as they could. I like the map, need more games to have a fully fleshed out opinion, but I always admire maps that feel unique.

Vegie, I've tweaked Blood Star in response to your feedback, so the map doesn't pull quite as strongly to the sides, and lateral movement across it is faster/safer.

Thanks for the comments. :cheer:
 
A couple of my newer maps got played today (Blackberry in MD, Throughline in Peoria). Any thoughts from anybody who played them?
 
I played a game on Throughline. It felt like a hybrid of Song of the Walrus and Blackroot. Walrusy big dividers splitting the map into three sections, hilly road in the middle like Blackroot. It executes the hill much better than Blackroot, but something felt a little off about the pathing in the middle. The very center hex of the board can entirely block the road, but everywhere else the road has some alternate paths around. It didn't cause any issues in the game I played, which was a fun game, so maybe I'm being too harsh on that aspect.

I also played on Stechevan, which I gave unplaytested feedback on earlier. Some of that feedback was incorporated and the lava is better now. But I still feel like the way the lava is set up it's more avoided than it is a meaningful decision piece. Too dangerous to take lava with little reward.

I also played on Grendel (modified) which I didn't like. The map is huge and hilly. Double jungle sets help but controlling the hill can win the game. The swamp water outside the startzone was problematic in a range vs. melee match that I saw. Can be used to force long paths or relative height attacks.

My last game was on Stoker. I liked it. I was playing against Microcorp who make maps weird because they emphasize height so much, so my Raelin sat on the 1-hex level 4 lava and held out for a long time. That's fine though, not a problem with the board. I like the startzone Marvel ruins, liked the visuals of the board. One of the more complete feeling Marvel boards I've played on.
 
@Vegie thank you for taking the time to write up your thoughts on all these maps. Much appreciated. (I'm also happy to hear you liked Stoker.)
 
I'm looking for feedback on a few maps, though I know most folks haven't played them yet:

Kingfisher (the middle glyph is just barely peeking out from behind the glacier on this map)
Spoiler Alert!


Thaw
Spoiler Alert!


and
Cage Match Redux
Spoiler Alert!
 
Stechavan
For the most part, I actually like this map quite a bit. There weren't any blaring issues that I noted while I played other than the glyph position felt bad on lvl2 where a 7 range unit can pop off at the startzone from height. I think the glyphs could just be moved down to the edges on lvl1 and be fine.

Grendel
Abusing this maps "feature" in front of the startzone is what gave me a huge positional advantage in my Championship game yesterday against Vegie's Dad. the 4 hexes of swamp were a massive issue for melee advancing on me where I was able to use range to pull them out from the center height and force them to engage on low ground in the swamp or go around to the edges. Vegie's Dad opted for engagements on the edges which made it tough to reinforce and route my position.

Stoker
At first glance I really liked this map...but playing on it had 1 Major issue...the choppy center. You don't realize it at first, but the center is quite difficult to maneuver around if you've got kiting range shooting at melee. In one of my games I was able to avoid EVERY SINGLE engagement from my opponents melee army on this map (until the very end when he had 1 figure left) by positioning myself at max range and forcing him to take low ground or attempting to use the road. It should be noted that I was using a 2-hex figure against his 2-hex figure(s)...which I think made it significantly worse for the melee figure. 1-hex figures might be fine...but it was a nightmare for him to never get an attack off. I think the way to fix it is to find a way (looking at the map from the startzone) to drop the lvl3 road on the right down to lvl 2 and to raise up the 2 lvl1 road hexes up to lvl2 right in front of the 7-hex lava. that allows for development from the 7-hex lava not to hit a speedbump AND for melee in the center to engage and traverse the map without so many elevation changes.
 
I also played on Stechevan, which I gave unplaytested feedback on earlier. Some of that feedback was incorporated and the lava is better now. But I still feel like the way the lava is set up it's more avoided than it is a meaningful decision piece. Too dangerous to take lava with little reward.

Stechavan
For the most part, I actually like this map quite a bit. There weren't any blaring issues that I noted while I played other than the glyph position felt bad on lvl2 where a 7 range unit can pop off at the startzone from height. I think the glyphs could just be moved down to the edges on lvl1 and be fine.

Thanks for the feedback y'all! I'm glad to hear it got some play and I definitely want to work on making some of the lava more worthwhile to grab. It makes for fast games and I like how most of it plays with road, but that level 3 lava kinda felt like a compromise with the terrain restrictions.
 
Aftermath was really fun! Might've been my favorite map of the day. I don't know much of the in-depth criteria that go into mapmaking, but it felt very balanced to play on despite having largely different army playstyles, gave good multiple good options of approach while still creating a strong central battlefield, had glyph placement that created good opportunities for decision making, and allowed for both strong ranged and melee play. My two WoA squads felt very at home there when setting up in the canyon/road, but were far from unstoppable (yet still powerful and feeling good) due to the raised road nearby. I loved the map, and it's definitely one I plan on replaying if I can get my hands on a RttFF set.
 
Aftermath was really fun! Might've been my favorite map of the day. I don't know much of the in-depth criteria that go into mapmaking, but it felt very balanced to play on despite having largely different army playstyles, gave good multiple good options of approach while still creating a strong central battlefield, had glyph placement that created good opportunities for decision making, and allowed for both strong ranged and melee play. My two WoA squads felt very at home there when setting up in the canyon/road, but were far from unstoppable (yet still powerful and feeling good) due to the raised road nearby. I loved the map, and it's definitely one I plan on replaying if I can get my hands on a RttFF set.

Thanks for the feedback! really appreciate it.

Also, are you still in Belleville (quick 2.5hr drive from where we hold the Peoria Monthly tourneys)? if so, would be great to see you come out to Peoria for our events each month! Next one is on the 12th of November
 
Yeah! I'm gonna continue to do my best to make it to one. It's hard for me to come on weekends without some pretty early notice due to my job, but soon-ish I should have some Saturdays off.
 
Babylon by @Sheep

Played on this during the Omaha tourney a couple weeks back. Very quick game, I got ganked by a turn 1 snipe from Zeta that kinda nerfed my army. That was my own fault, after that though, there was still a chance to come back except the podding location to the right of the SZ is pretty friggin strong. Within a couple turns, you can lock down that Grass 7-hex to the right and even the lvl3 road a little further NE. Getting figures to hold those points and then range or cheerleaders to stand behind is really quite strong and at no disadvantage to the player. Going left takes too much time to get to a good spot, a little less advantageous and open...whereas the right can get locked up pretty quick with a few well places "blockers" to hold that position. I'm not going to say it's broken (only had one game on it) but it was a prominent flag during my game that probably outta get looked at. Removing the single-corner castle wall may do enough to open it up...not sure...but that might help.
 
@vegietarian18, you rock for so consistently giving feedback on maps. :rock:

I got to play on Song of the Walrus at our Utah Monthly yesterday. It’s only my second tourney ever, so I’m not sure how confident I feel in giving feedback haha. I definitely enjoyed playing on it! I feel like there was a lot of height around the start zones with the swamp water and such. I was running Death Chasers so that definitely helped me develop through and over that initial height, as well as reach the glyphs quickly. This became super helpful so that I could reach my opponents start zone with the +2 move glyph and lock down some of my opponent’s key units like Nilfheim. It definitely made me stop and think about placement because there was so much height to consider. It was a wandering monster format and Rogir and Grogirg (probably butchered the names) became a key unit to consider both placing OMs on, and being weary of. Don’t know how much of this made sense/was helpful, but I loved it! Thanks for creating maps :)
 
@RollinWithOlan, thanks for the feedback! I'm glad that Song of the Walrus played well for you. I love thinking of Death Chasers rushing the enemy's SZ and locking down Nilfheim on this map. :D
 
Brief thoughts after playing 5 maps today at our monthly event:

Dralli: This map really choked up in my game. There's very little room to develop forwards out of the starting zones, and it led to an incredibly grindy game with little decision making. It really needs to be opened up some. The key issue seems to be how unsafe the level 3 is- if your opponent has the level 4, you basically can't go on level 3, and the game reduces down to just a couple engagements at a time. And there's not that much safe level 2 moving forwards either.

New Aloha: This version is definitely an improvement. I'm still not in love with the central rock outcrop (something I didn't love about Dralli either). Lateral movement is much improved, but it still feels really difficult to traverse towards the other side when playing melee into range, and the jungle just doesn't seem to help enough.

Thermal Shock: Not bad, but it could really use some smoothing out. The sides saw almost no play in my game or the games I saw. It's also a little snowball-y, as one-hill maps can get.

Vulcan Ridge: I was pleasantly surprised by this one. I really like the center, and I've already made some suggestions for improvement to Chris.

Water Treatment Facility: I'm still unsure on this one. It played well in my range v range game, and I know it played well in a melee v melee, but I'll need to try melee v range on it.



Also, some brief thoughts on the 5 Mad Wookiee maps I played last month:

Blindgate: Really cool concept, but PKs are very strong here. I think this map can really punish newer players in a not-so-great way. But I really enjoyed the experience.

Daedalus: I really like this map. I'm always scared by engaged SZs like this, but everyone seemed to really like it.

Grendel: It was hard to tell in my game, but the map might still be a little too snowball-y and bumpy. It's a large map, but it plays pretty well.

Kaltengeist: This map is the opposite of Grendel. Melee v melee would be brutal, but with lower figure counts, the map actually plays extremely well.

Mayberry: I had never tried this one, and I've heard some negative opinions of it. It was substantially better than I thought it would be, and I don't think it's nearly as boring as people make it out to be. Yes the hills are pretty strong, but there are some nice things going on near the sides as well. I wouldn't be upset to play this one again.
 
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