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Tournament Map Feedback Thread

OHS55 maps

Desolation: @Flash_19
First time I played on this map, and yes it seems like a great map the startzones and area in front of startzones are super well made and make Raelin a bit less effective, you can go out and play the map or camp in sz or a mix of both, the choice is not obvious. I really liked all the possibilities this map offer.
And NO HEX SHAPE!!!

Alta: @Flash_19
First time I played on this map aswell, extremly classic Flash map lol, checks all the clichés hahaha, Battlefield 23, road and Mavel edition lol. I won on it so great great map.

OST 6/Hexicon II maps:

Bayou Bend @RainyDays
Already gave my thoughts on discord, I'll reitirate and summarize, I think the horshoe shape had potential, love the Wanok very far from the startzones and on level 2 also love that both glyphs are very far from each other.
I think map has potential but was too cloggy for my taste in almost all part of the map really, swamp being very hard to navigate into, road being 1 hex wide andthe big obstacle in fornt of both startzones extremly clog those area to the point it was funny in my game.

Ruined City @Leaf_It
Cool map, it's a quite big map and all the map was used which is a great point, the pillars were effective at blocking LoS and cutting the map in different zones.
My only complain is that the center is weird to play esp for melee figures with the 1 hex wide road being surrounded by 2 level 3 areas, I guess it's a feature of the map but I dunno I'm not a fan of it I preferred to go by the sides in my melee vs range machup.
All in one I won on it so it's a great map.

Gem @Cleon
I liked this map, even tho it's definitely range friendly, it's not to the point where it's problematic, also a bit cloggy but same not to the point where it's problematic.
All in one I liked this map very very orignal with the level 2 plateaus cut horiszontally by the big obstacles, and completely playable, I think it's hard to do better with just those sets.
Oh and I won on it, so great map.
 
Hey all, catching up on map feedback here. Here are my reviews of all the maps I've played on in tournament over the past couple months or so (not including OST, waiting for that season to wrap up before posting).

OHS S55 Delta Control Points (Delta)
Spoiler Alert!

MARS D.C. Winter Classic
Spoiler Alert!

Classic League XI- Random Draft (Delta)
Spoiler Alert!
 
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Classic Scape league (random draft) maps:

Betelguese: @Sir Heroscape
Another great fun game on this map, I think this map is perfect for janky formats like random draft. I kinda agree with other who said it's was kinda hard to move horizontally and that it is range and fly friendly, but I still think it's a great great map. I wouldn't change anything I think change to enhance the horizontal movement would be a hit on the originality and gamplay of the map. We just have to agree this is arange friendly map and that's allright.

Receding Waters @GameBear
I dunno how to feel about this map, one way there was action all over the map and interesting choices, and one way I felt movements were kinda clunky, but which is interesting to vitually increase the size of the map and kinda needed for such a small map.
So all in one not a bad map I just feel range have a bit too much of good time on this map.
Oh and I got Zelrig which felt a bit like cheating with multiples Z-Bomb possibilities turn 1. Kevindola tried his best to deny it but it just wasn't possible.

OST6 / Hexicon II maps:

Guts @Shurrig Good game on Guts and THE SIDES WERE USED (a bit), due to glyphs being very strong in the machup, but the solid lavale rocks on the sides still weren't point of interest. I like this map, it's basically is a modern If you Can't take the Heat, looking forward the new version.

Jank Tank special event / Hexicon II maps:

Gem: @Cleon Another good game on Gem, we played on the new version which swapped on rock outcorp and on single water hex to better match the symmetry with Hive. Nifl glyph (vision reduced to 3 spaces) was super interesting in the machup. Game was much more "aggressive" than last one we really pushed into each other cause it was melee vs range (Nsc vs Vmechs) and then the roles were swapped I had to play melee into range (Anubians vs Kravs) close to endgame.
I'll just double down and say this is a great map, I wouldn't change anything about it, very original and very playable.

Bayou Bend @RainyDays
I think new version is definitely better even if it does lose a bit of it's originality.
Not sure that there is anything interesting to note in my game tho as it was airborne domination into kravs domination into Vmechs domination. I treally came down only to ranged unit but it was fault of format and machup rather than the map.

Thermal Shock by @Vydar_XLIII
Well I'll just double down and say this is a great and original map, I wouldn't change anything about it. Thank you Vydar for this awesome job! Some peole seem to think it is very range friendly, I don't think so.

Pigeonhole by @Sheep
EXCELLENT 1xBFtU map, really does perfectly what a 1xBFtU map needs to do, really stellar map with that few sets.
Action superfast packed, interesting micro positionning choices, macro positionning choices, great!
I honestly thought it wasn't possible to make a map that good with only 1xBfTu and 24 spaces startzones! Congratulations!!


Thank you all for your maps!
 
Pigeonhole by @Sheep
EXCELLENT 1xBFtU map, really does perfectly what a 1xBFtU map needs to do, really stellar map with that few sets.
Action superfast packed, interesting micro positionning choices, macro positionning choices, great!
I honestly thought it wasn't possible to make a map that good with only 1xBfTu and 24 spaces startzones! Congratulations!!

I agree whole-heartedl! Congrats, @Sheep, on a stellar 1x BftU map.
Until you created Pigeonhole, I thought my own Anvil was the best single BftU map out there. But I think your Pigeonhole has replaced it. :toast:
 
Pigeonhole by @Sheep
EXCELLENT 1xBFtU map, really does perfectly what a 1xBFtU map needs to do, really stellar map with that few sets.
Action superfast packed, interesting micro positionning choices, macro positionning choices, great!
I honestly thought it wasn't possible to make a map that good with only 1xBfTu and 24 spaces startzones! Congratulations!!

I agree whole-heartedl! Congrats, @Sheep, on a stellar 1x BftU map.
Until you created Pigeonhole, I thought my own Anvil was the best single BftU map out there. But I think your Pigeonhole has replaced it. :toast:

Extremely kind words from both of you!

Maybe you noticed already Typhon, but Pigeonhole's startzone is a small adjustment from Anvil's. Thank you for your pioneer work and passion for 1x BftU!
 
Pigeonhole by @Sheep
EXCELLENT 1xBFtU map, really does perfectly what a 1xBFtU map needs to do, really stellar map with that few sets.
Action superfast packed, interesting micro positionning choices, macro positionning choices, great!
I honestly thought it wasn't possible to make a map that good with only 1xBfTu and 24 spaces startzones! Congratulations!!

I agree whole-heartedl! Congrats, @Sheep, on a stellar 1x BftU map.
Until you created Pigeonhole, I thought my own Anvil was the best single BftU map out there. But I think your Pigeonhole has replaced it. :toast:

Extremely kind words from both of you!

Maybe you noticed already Typhon, but Pigeonhole's startzone is a small adjustment from Anvil's. Thank you for your pioneer work and passion for 1x BftU!

I'll note this is with the treasure glyph version that you and I worked out.

I highly recommend that version!
 
S56 thoughts:

Alien Underbrush (Panopticon, mod. OEAO)
Was not a fan of this map. The level 3 height is too easily accessible and not easy enough to contest. 4/5 jungle-backed level 2 spaces are within 2 spaces of the SZ. It's a map that begs for turtling. Having the glyphs on level 0 was fine, even the jungle was pretty helpful there. The map also came off as too wide, the wings (level 2 triangles) hardly saw any play in the games I played/watched.
 
Olympus (RainyDays)
This is, at least preliminarily, one of my favorite maps with this set combo. I really like the stone 3-hex on level 3 with the level 4 lava single perch. The lava 2-hexes are also nice.

I do think this map could be opened up and improved by changing these 5 lava field hexes highlighted below to rock (or at least the central 3). I have not checked how possible this change is, but I think it would draw play out to the top side just a bit more than currently happens.

Edit: I checked and was able to switch those central 3 without changing anything else.

image0.jpg
 
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OHS56 maps:

Alien Underbrush @OEAO
I really think this is a map that falls in the "can be very good but requires the TO to really care about it" category, but if the TO make a slight mistake in glyph choice or if the format doesn't really fit with the map this is a map that can be frustrating to play as melee vs range.

Mt Olyumpus @RainyDays
Super well executed mirror symmetry map, very dynamic everywhere, loved it! Only change I would make is I agree with superfrog, I would widden the rock path on the right, having just 1 hex large path and being blocked by the glyph here doesn't feel great. I would change so there is at least1 hex large way from SZ to SZ without being forced to step on lava or glyph.
 
Nothing in depth but I thought it should be noted.

Compact - I think a ranged pod army could set up on one of the sides and make life incredibly difficult for a melee army. Not sure how big of an issue, but observed it to some effect in my game on Sunday.

~Dysole, not ideal for this but wanted to throw up a flag
 
OHS56 maps:

Compact@superfrog
I agree with Dysole I think the sides are too "abusable" by range esp low figure range builds, you may want to unclog them.
Second point which is less problematic is one glyph being 6 move fly away and the other being 7 move fly away, this ended up to be quite important in my game as PKs were on the field. I think this can be problematic in live tourney games where you don't have much time to choose side, place etc. And being on the wrong SZ can screw you up a bit.
Last thing the height are maybe siiiightly a bit too "your and mine I think the hill on your left is sightly easier to get on.
Otherwise I liked the map a lot, the center is very nevigable a and ruins placement is clever. And the map is very melee friendly for a 1xRotV map.
 
OHS56 maps:

Bad Moon Rising@GameBear

Very exciting game on BMR, camping on the level 3 plateaus did not happen, imo that's a map that shines even more in lower tiered formats (draft, draft pod, lower figures). This map will still stay in my top 10 for a while.

Black Ice by @Vydar_XLIII

Hmmm not a terrible map but not a standing ovation neither, all the map saw play but it's kinda expected with small maps like that. The center was very strong, you really need very strong glyphs to not have like all the figure funnel in the center, and the level 4 perches where quite hard to attack into once you establish on them and most figures could get there in 2 turns, and most flying figures in one turn. Also they cover the glyphs very well.
 
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Hey, some long overdue feedback from me. These were more rapid fire this time around, if any cartographers have further questions from me feel free to shoot me a message.

Maps by me (AKA getting my bias out of the way):
Spoiler Alert!


Maps by @Cleon:
Spoiler Alert!


Maps by @Flash_19:
Spoiler Alert!


Maps by @GameBear:
Spoiler Alert!


Maps by @Leaf_It
Spoiler Alert!


Maps by @OEAO:
Spoiler Alert!


Maps by @RainyDays:
Spoiler Alert!


Maps by @Robber:
Spoiler Alert!


Maps by @Sheep:
Spoiler Alert!


Maps by @Sir Heroscape:
Spoiler Alert!


Maps by @superfrog:
Spoiler Alert!


Maps by @tannergx:
Spoiler Alert!


Maps by @Vydar_XLIII:
Spoiler Alert!
 
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Interesting!

From those responses it seems as though the big winners were Nightfall, Flaxen Shard, and Dredgewood Forest.
 
OST7 maps:

Platypus:
Good game on Platypus even tho I got destroyed by Chris, I feel this map really hold on to its "classic" reputation, different from most modern maps while still being very good to play on.

Battlefield 23: @Flash_19
Well great great game on Battlefield23, all the map was used, very dynamic etc..etc.. Really a top top tier map.

Embattled Fen @GameBear
So I was very excited to play this game as it was my first time playing on Embattled Fen ever, and it's a map that always caught up to my attention, for its originality and the numerous features it proposes.
And yeah I'm gonna be honest I was disappointed, in my mind melee rushing throught the fast swamp was an interesting strategy but in reality the swamp is still a speed bump (well more like a "speed hole") and is level 0, and also the gylph is blocking the way a bit and even if you make it through the swamp, the range opponnent is waiting on the level 2 sand plateau.
Most of the fight happened on the road which is also kinda hard for melee to get good "contact surface area" and get more than 1 or 2 attacks of a turn. Wannok was never contested, I had a wannok absorber in Raelin so it was not worth for my opponnent to try to get it and it was not worth for myself to as I had the range advantage I really didn't need to go in the swamp. I was on the good side of the machup so I won my game handily.
I think this could be a great map in some machups but in my opinion this map is very rough for melee.

Ticalla Sunrise @GameBear
Good game on Ticalla Sunrise even tho the whole fight happened in the sand area, I put the blame on @MegaSilver for the poor choice of glyph (Sola Astrid on sand side) and not on the map this time. I really think the sand glyph should be a rather weak glyph, and especially not a "damage" glyph like Sola Astrid.

OHS57 maps:

Gem @Cleon
Third tournament game on Gem, feels good to have a new tournament map so original. Tho I still think this map is sightly too much range friendly, with the level 2 plateau right outside the startzone being a very good place to pod and the level 4 perches being good hexes to sit on and never move. My opponnent tried to mitigate that by hodling the Valda glyph but it's the glyphs are quite difficult to hold on this map so he wasn't able to keep it for long. As I had to deny the Valda glyph from my opponnent the whole fight happened on one side of the map and the other side wasn't used at all (first time in 3 games that happened, the other two games it played sightly more on one side but not that much).
 
Normally Ticalla Sunrise is supposed to have the unique attack glyph on the sand side, for what it's worth.
 
Lincoln Seasonal V Maps:

By a Thread by @superfrog :
My game on this map was drawn entirely to one side. I opened full Q10 to attempt a MBS assassination (which worked) and once the grok riders made a desperate engagement attempt I sent in vipers and we crashed our units into each other until I came out on top. The outside double hex level 3 perch was perfect for Q10, and he tanked a ton of unbuffed grok attacks from that position. It's possible that it's just how a mostly-melee game turns out, but it's easy to see how a Raelin/screen setup could support a double-space range domination (dragons or majors). It's difficult to explain in text but I think either a slight adjustment to the road or to that outer level two may keep that in check.

Stigmata by @Typhon2222 :
I'll come clean. I'm not a fan of Dance of the Dryads. If you're reading this and you don't want to be friends with me anymore, I'd understand. And unfortunately, I'm not sure Stigmata greatly improves on what in my mind is Dance of the Dryads biggest flaw, which is that it's really easy for range to slide to the left and dominate melee. I only had one ranged piece, but Q10's 8 range dictated my opponent's early placement (who, granted, was also dealing with the threat of 9 move venocs). Q10 hopped up from the start zone behind an armoc/Venoc Warlord screen and started launching attacks at grok riders. My opponent took the time to develop a squad of micros to their hill, but having committed to groks early lost all of them for very little compensation. By the time the armocs and Mittens chewed through the groks, the micros didn't have enough of a head start to utilize their downhill attack. I didn't mean for this to turn into a battle report, but I wanted to give an idea of just how powerful having one strong ranged piece on this map can be. You can force your opponent into the bottleneck, and the road doesn't end up leading anywhere useful to assault the level two dungeon. Their best bet was probably a microcorp opening, to do the exact same strategy to me. In terms of mitigating this, possibly placing the single-hex tree by the start one 1 space further in might help mitigate sight lines? I admit Q10 already had a tough time seeing through that gap, but it was enough. Somehow shielding the road from LoS while also keeping that pathway open might help in the long run. It's certainly improved over DotD, but it's just not for me.

Trodden path by @Shurrig :
Second time playing on this map, first was at the last Midwest Melee. I had Valda on this map and it played FAST. I don't have a ton of useful feedback. The ruins provide useful cover and pathing options, and I think more careful glyph placement will lead to more tactical games. I'm also partial to single RotV maps as a TD and this is up there with Origin and Compact while providing a much different play experience.

Percolator by @Ulysses :
I had this map knowing full well that if I played on it, I wouldn't have any feedback. One of, if not my favorite map currently. I could play on this map 100 times and not get tired of it. Every game feels balanced for both range and melee and provides so many interesting options. There is a recording of the three games played on it (Games 1, 2, and 4) with Wannok and Dagmar that I streamed during the tournament including a game between Matthias and I in Game 4 that was quite interesting until I decided to let Ken win. The stream quality is not great and is something I'm hoping to improve on in the future, but the footage is there:
Spoiler Alert!
 
A few map reviews from OST, OHS, and the OST special event tournaments.

OST S7

Viney Pines by Me: It's a very fast map. I was worried that range would be able to turtle behind the level 3 and the two trees or pod up on the 7-hex out the right of the SZ, but my melee was easily able to reach 10th and reinforce before they could do much of anything. Range actually struggled here in a few games I watched, and I'm not quite sure what to think of that. The middle is also still a bit bumpy, but overall I'm not convinced Viney Pines is in need of any major changes just yet.

Can't See the Jungle by Dignan: One of a kind. I wouldn't want to play CStJ in a bring 1 event, but being able to choose between 4 armies helped curb the issues SZs all over the place could incur.

The map is a Quasatch's daydream. There was definitely a point in my game where I could have just ran away from my opponent and won the game, but I'm a bad competitive player and don't like winning like that. 7 move is just so good here, I could definitely see a nasty endgame here against range but that wasn't the case here. Even though I lost and Q10 blanked on the first attack of 4 skulls I still enjoyed my game here. Is it the most balanced map? no, but it provides interesting gameplay and just looks pretty, even on OHS.

OHS S57

Snare by Flash_19: Pretty fine map overall. I felt the jungle was really well placed and helped me develop my slow army very safely. Some say Death Knights into Cathar Spearmen is a bad matchup, but man, did I really undervalue the center level 4s. I couldn't really force Cathar to engage me, but I still should have developed into the center and try to get high ground rather than try to hold the Holdir glyph.

I also liked the extra LoS the intact wall provided, as of yet this and Thermal Shock are the only competitive maps I've played on that do this. However, partly due to this, the map pulls right. Players really want to get to the center here, so going right and in is the easiest way to do that. Flaxen Shard has a somewhat similar layout, but the big difference here is the amount of level 3 your army has to develop behind the ruin; with Snare you only have level 2 to develop. That, and also the left side of the SZ is practically all swamp water, so it takes a full extra turn to get to any level 4 if you're a 5 mover going that way. An easy solution here would be to shift some the level 1 SZ to the left or take out the wall from the ruin, but by far and away it's not a bad map. I think answering one or two of these compounding issues could really improve gameplay here, though I still wouldn't complain playing here again.

OST Special Event #2

Preface: I only played on two maps in this event, a real shame. One of those maps was Honeycomb by Vydar_XLIII, which I've played on a ton and recently gave feedback on. I understand this was more of an issue due to the format and amount of players, but still disappointed in how little maps I played on during the event.

Relic by RainyDays: So, I've never played on Fossil, but from what other players said throughout the day Relic seemed like an overall improvement. The road was extremely useful for my teammates and opponents and I really enjoyed the level 3 height. Shadow was also placed well, especially the hexes next to level 3. My only concern during the tournament was how abusable range could be on the level 2, but the water out of the SZ made it slow getting there. Looking at the map afterwards, I don't love that the glyphs are both 6/8 for flying AND that they're unassailable by road. If the glyphs were moved in by 1 space, that would fix that. All said though, I really liked the map, very solid redux of a classic BoV staple.:thumbsup:
 
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OST7 maps:

Incursion: @Flash_19
Great remake I start to like it as much as the original, the original forces you to be more sure in your choices early on but this one is more dynamic.
Great map. 10/10

OHS57 maps:

Snare @Flash_19
Very cool Hexmap, the center is very strong and very effective to draw the attention, I don't think it's as range friendly as some people claim it is, it is balanced enough to me. Great map just very straight forward nothing crazy you don't have as important choices to do early on. 8/10
 
Been meaning to give feedback for some time. Here are quick blurbs...since there's a lot and I don't have time for a deepdive.

PEORIA - DEC
Incursion by Flash_19
I hate the BoV version that this map is a "fix" for. So seeing an attempt to redo that map by Flash made me really happy...and it doesn't disappoint...this map is great! I really like it and feel that is solves a TON of the issues of the original, but still has that nostalgic feeling of the original. I've been very pleased with my games here.

Subduction by Ulysses
A really fun, funky map! I think it does a really good job of feeling symmetrical...but not being symmetrical. I've enjoyed a lot of my games on this map and feel it's pretty decent.

Receding Waters by Gamebear
Not the biggest fan. My games on it seemed decent enough...but the center felt REALLY strong. The edges didn't see too much action and it kinda felt like king of the hill. Not exactly sure it those were just my games, but that was the feeling I got and I just wasn't sure it felt great? idk...mixed feelings I think.

Trodden Path by Shurrig
The back of the SZ feels difficult to develop out of. I feel like most melee will try to advance/develop on the sides rather than the middle though as the low ground middle doesn't really pose an advantage to development with the map being so long...so you kinda have to slow roll up the sides and hug the ruins.

PEORIA - JAN
Embattled Den by RainyDays
I really like this map. It feels way better than the original and gives you good, dynamic options on both sides. My only concern is that on the high road side, it is abusable if you can get a Dragon or mobile range to sit up there with a decent screen.

Twisted Cistern by Ulysses
I'll be honest...not a fan. It's a decent enough map for casual play...but the center can be very difficult to navigate...especially laterally, and that showed difficult to deal with for melee trying to catch range. It's a very cool aesthetic though :)

Hawthorne's Edge by Sheep
Mixed feelings. Development felt difficult on this map. All development feels a bit funneled to the center road...which slowed things down. That is, the right side SZ is difficult to develop with a 5 move figure because only a few figures can get to lvl3 in 1 turn. The left SZ feels fine...but it still feels funneled, because you an only reach the left side road in 2 turns with a 5 move figure, unless you go to the center.

Honeycomb by Vydar
I really like this map. I've played it several times and it felt very balanced. It definitely feels like each side has ways to advance and counterattack the other, and I've had really good, balanced games on this. Never felt like the map caused issues.

Cold Relief by Gamebear
Seems okay. Only got 1 game in on it...and it felt fine. Nothing really stood out to me as I played on it.

PEORIA - MAR
Guts by Shurrig
I've been pretty happy with this version. It's been pretty decent for all my games, and I never felt like I ran into places where I felt like the map created issues. This is a good version!

Deja Vu by Dignan
Fun map...but probably a bit too short for good competitive play. Even with Jungle and road, it felt a bit abusable with long range forcing advancing melee into tough spots. That is, several games I've played on this map I was able to kill a large portion of advancing troops with Syvarris getting turn 1 shots, and keeping them from advancing meaningfully. That said, road is accessible and jungle is very accessible...so there ARE ways to counter it, I just felt like it could be a bit more abusable with strong range like Dragon+screen etc.
 
Basement Brawl V

Hot Fulcrum by myself

I’ve enjoyed my games on it. If you don’t like how Fulcrum filters down the middle you probably won’t like how it plays with lava heights and the level 1 sand on the left. Definitely a pretty straight forward map. But it solves some of the original’s faults by making the level 3 3-hex lava field and bringing it in a few spaces.

Nivay Roads by @Sir Heroscape

Not much different feedback than CCL. I moved Raelin turn one on the far left side of the map a couple spaces out of my SZ to cover the 2-hex level 4. Using my Ice Troll in that position allowed me to deny Granites any Rock Throws anywhere.

Hodrveil by @GameBear

This map is pretty good especially considering the sets. Definitely the best/most dynamic of the pool. I’ve been happy with my games in practice and today. Had to face Micro Agents round 3 today. Definitely cannot slow roll against Micro Agents so I planned to move Raelin to the level 4 snow and then move Arrow Gruts and Swogs up assuming they didn’t get picked off while on level 2. First swog got picked but the 2nd swog made it up to level 3 rock while the AGs covered level 4. Same with the 3rd swog. That gave me a good chance against the Micros. Ice Troll developed quickly with a charge. He was integral in taking down the Micros that were on level 2 and 3. Then it just turned into cleanup unleashing the Troll onto level 1/water Micros while denying heightened attacks with AGs. Won with a 2-life Raelin, full health Troll, and a couple Arrows vs. a couple Micros left.

Ascension by @Flash_19

I suggested this map to RainyDays for the event because several players I respect like it similarly to Yngvild and I had never played a game on it before practice for this event.

Uh, not a bad map. Just falls to one side basically every game. It plays fairly fine in doing so it’s just not super interesting. Maybe more level 2 safe spaces in the middle of the map would make it more interesting. As it is, range never really needs to contest the middle of the map as the left level 2 has 6 safe spaces and the right level 2 has 7. And the sides have LoS to one of the glyphs and just as much access if not more to single space perches.
 
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