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Tournament Map Feedback Thread

Had a blast at Scape Summit last week and wanted to drop some thoughts on the maps in our pool. Especially since I got plenty of games in on them (while I was trying to find an army I liked for the Dungeon Defender format that I ended up not playing...). Looking back, the pool felt mostly fast and friendly to melee armies. I think that's part of why the main outlier, Savage Corridor, felt so off, but more on that to come.

Alta by Flash_19

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(Valda/Dagmar)

I enjoy Alta a lot. It was probably the most well-rounded map in the pool for different armies and formats. It can still play fast, but has room for defensive armies to develop out of the start zone in meaningful ways, which is great.

Mist and Shadow (new version) by Flash_19

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(Wannok/Lorja Ivor; Brooch of Shielding (Wannok side)/Potion of Healing (Lorja Ivor side))

Played on this one the least in preparation and only once during the event, but it feels solid. I like that it feels easier to develop onto that the previous version, and it plays much faster now. Still options with controlling choke points, though. (I can't say yet if that feels too chokey or too fast with the games I played.)

Percolator by Ulysses

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(Yngvild/Valda)

Many people have said a lot about Percolator, including myself. It's solid and was great to have. It's also not as fast as a lot of the other maps, which was nice for the variation.

Savage Corridor by Nomad

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(Lorja Ivor/Lodin; Heroic Rune)

I've got a weird dynamic with this map. Like most people I talked to/heard from, I think this was the weakest map of the pool. That said, I do think it was a good map for the pool. (And to be clear, it's a solid map. It was just the weakest of a bunch of solid maps.) I think having a longer map with more time for development was a good contrast to the amount of fast maps in the pool. I do wish some of the development (water outside of start zone, and general level 0 right outside the start zone) was smoother and it did come up a lot in conversations. But despite that, I think it was good in context of this event. (In other words, I'd like it to be smoothed out for general use. For this pool with so many fast/melee friendly maps, though, it felt more like a feature than a bug.)

Stechavan by Shurrig

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(Sola Astrid/Yngvild; Gem of Lava Resistance)

This was probably my favorite map of the pool. There was a range of choices depending on army and format, good interaction with lava and height, and fast development with still some defensive options. It had a good balance of having a strong impact on player choices while still feeling like the focus was on player/army dynamics.

Vixen (new version) by superfrog

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(Wannok/Dagmar)

I had similar things that I liked about this as Stechavan (good lava/height distribution). I felt that the map was more challenging and impactful on games than Stechavan, which isn't necessarily a bad thing. It's definitely fast and favors pushes, a bit more than I personally liked, but is solid.
 
Some thoughts on the map pool from Scape Summit this past weekend. I did pick the pool and I still am pretty happy with it overall, but definitely was revealing to play these maps multiple times.

Savage Corridor (3-0)

I think this map was clearly the worst map in the pool. I upvoted it for WoS a few years ago but I don’t think I’d do the same today. There are just a few things that make gameplay harder that I don’t quite understand. The 3-hex by the SZ is a natural podding spot that is needlessly hard to approach (the single water hex in front of it, for example, cuts way down on sliding figures through to allow new attackers to also get engaged). I think shortening the map by a hex on each side and removing some of the water tiles in development lanes would really help. The middle is pretty nice but could be helped by a few ladders and a bit more level 2.

Vixen (0-3)

I liked this map overall but it was challenging to play on. I did not see the edge level 2 snow run abused at all, which I know has been theoryscaped as a potential problem spot. Initial development felt fine, I thought 5 and 6 move figures all seemed to have good spots to move to out of the SZ, but all of the spaces in the middle of the map feel unsafe. I think that’s fine, just a map that requires constant thought.

Percolator (2-1)

Definitely worthy of its status as a WoS map and a continuing tournament staple. I like the glyph areas, and there are subtle choices for positioning (which level 3 jungle spot does Raelin take?) that matter a lot.

Mist and Shadow (2-1)

I was surprised how tight the corridors of this map felt. Figures on the level 4 single perch felt very protected and able to lock down movement significantly. Of course, the spaces attacking that spot are also pretty solid being on shadow, so I didn’t find it problematic. It’s now easier to get into the meat of the map with it being a space shorter, but crossing through remains somewhat slow. Luckily the level 3/4 area with shadow surrounding plays quite dynamically. Still a map I liked, but I feel less confident in my judgement of it than I felt before the con.

Stechavan (1-1)

One of my favorite maps there. We used a preset lava resistance glyph in the center, which I also thought worked well. I am strongly reminded of From the Ashes by BiggaBullfrog, but I think Stechavan is a stronger map overall. In contrast to Vixen, this map feels easy to play on despite the lava, with several safe level 3 spots without adjacent height. I also appreciated the fact that move 4 figures had road access from the SZ.

Alta (1-1)

Also one of my favorite maps there, perhaps my favorite. Just really great options for development and further advancement all across the map. The level 4 perches and how they interact with the level 3s they sit on is probably the best part to me. I may have to throw this up for a WoS nomination…
 
The Scape Summit feedback reminded me it's been a long time since I did one so here we go:

OST7 maps:

Quasacht Playground: by Mad_Wookie
This map is definitely a "rush to the top" map and quite rough for melee even if the double jungle can indicate otherwise at first glance. Not a fan of the level 4 perch right in fornt of startzone too. Tho I still think it's a map that can shine in a well thought map pool and with well thought glyphs to force the action on the sides, this map works well with strong glyphs imo.

Desolation by @Flash_19
Second time I played this map and I like it (well I won a finals on it so I can't dislike it now) it's quite wide and the split startzones makes it quite unconvenient to play on only one side. I think it's very different from most modern maps while being still very balanced and interesting. Not the most melee friendly map but completely fine imo.

OHS57 maps:

Grayscale by @superfrog
Simple smol map extremly well balanced, but to be honest not super mega interesting either. Like underwood by Gamebear it's a good map if you want smol games to get rolling fast.

Tabasco by @Sir Heroscape
So this is a good map, but my problem with those kind of very melee friendly maps (it's a problem I also found on Dark Fulcrum for example) is that to me (I may be wrong) ranged armies must not play the map as there is no good spot for them to sit on and get th ereward of going out on the map and walking towards opponnent. To me the best play for ranged armies on Tabasco is to tighten up in a corner of the map and wait, staying away from road and using solid lava a "walls" to prevent init switches plays. I played 10th Raelin so for sure it emphasize this but I still think it would be th ecase for a lot of armies.

Déjà vu by @Dignan
I played a 10th+Raelin mirror with dok on this map so not the most exciting machup but it showed that the map pulls left in my opinion, the hill on your left is much better to pod on,both dok and I grabbed this one. The map still played fine as there is lot of options to attack the hills and a ton of micro positionning choices that were super interesting. Also even tho it often starts with a "yours and mine" hills the fast pace of the map and the attacking options with the road and jgl etc make it that's it's not that much of a problem than on some other maps with the "yours and mine hills" problem.
I think it's a great map with high figure count formats where the startzone layout forces you to play both hills.

RDL1 maps

Table of Giants: So yeah I agree it is not a good map and a completely imbalanced one, I didn't excpet it to have the "Turret rocks" thing where small and medium figures simply can't engage. For sure I would not use it for like the finals of a serious tournament, tho I liked the change it provided it was about abusing the map or denying your opponnent from abusing the map, sure it had some snowball effect but for a draft format like this with reduced powerlevel I liked it.

Marshall Law by Rednax
It was my first time playing on it and god it is a great map, extremly fast paced, very melee friendly but range still has tools esp on the rock side with dagmar. Really loved that map I want to play it more.

Mid-Summer by @Sir Heroscape
Great map not much to say about it, some people were worried about the level 3 jungle I guess in some other formats it could be a slight problem but honestly for RDL this map worked perfectly.
Great map, incentive to go forward is high for both ranged and melee armies, great balance between left, right and middle, really loved that one.

Fire Isles by yagyu Ninja OEAO and myself lol
So I like the OEAO redux of this map but there were two things I didn't like, the level 2 sand in the center is imo a quite strong place to sit because it gives you good shots on the startzone and you can use the solid lava as wall at end of round. So that make it play very different from orginal imo, and also no molten lava and I wanted a molten lava map for RDL.
So I did this redux which is an inbetween between the original and OEAO version I think it worked quite well, even tho the middle hole is still hard to move around for low move melee figure, fast ones can take the shortcut quite effectively.

OST8 maps

Clear Cut by @superfrog
So I played vs a kurrok-less ellemental build on it so I dunno if that really counts, but honestly I really want to play more on this map it may become one of my fav superfrog map. Super fast paced, very good balance between going on your left or on your right, super original very very different from your usual two hills map or hexmap, and the micro positionning choices are great.

Bad Moon Rising by Gamebear
Another great game on Bad moon Rising, whole map was used, interesting choices etc... The only downside I have for this map is that it plays quite differently online and on the board with all the LoS blockers and especially the battlements. I think my opponnent would have had an easier time (I was playing range and he was playing melee) if we played on the board.
 
I've never been great at articulating what I feel makes a map good so here's my quick thoughts on the Scape Summit which are rambly feelings things. Rough order in how I liked them.

Alta - my favorite map in the pool. Loved every game on it. Always felt like I had interesting choices no matter where I was or what I was playing.

Percolator - This map is one where I never walk away feeling amazing about the map but I also never feel bad about it which works out to be a map I'm usually glad to see in the pool. Lots of ways to play on it which is fun.

Mist and Shadow - Aesthetically probably my favorite of the maps. I liked a lot of the choices in how this map played and often felt like there were choices to be made in how I wanted to set up or where I wanted to launch off of. There may be one or two too many shadow tiles on it that makes defensive matchups annoying or maybe I'm projecting from my Championship QF loss.

Vixen - I don't see ice tiles on lava field often and that was neat. It was done sparingly and none of them were amazing as camp points. It felt like eventually the action went to one of the hills but overall solid map

Stechavan - I think there were lots of interesting choices on this map and can't quite articulate why I didn't like it as much as the others but I do remember being frustrated playing range on the map more than once. I think this map would be fine with a double long ruin instead of a double small ruin.

Savage Corridor - My least favorite map of the pool. It's not bad but I wish it was at least a hex length or two shorter. It felt very easy to use range's advantages on this map and there was more than one game I won primarily by being able to do shenanigans with ranged figures.

~Dysole, wishing she was better at articulating specifics instead of just "feels"
 
Just want to say that I really appreciate everyone contributing to this thread. All this feedback is great.
 
Finally getting around to compiling my notes/opinions/other players' thoughts on all the maps at Scapecon IV, what a marathon that was. In total, I played 38 games over the 5 days of the con and got a pretty even spread of games on all the maps. Here are my thoughts:

Alta by @Flash_19 (4 games)
Spoiler Alert!


Crumbling Castle by me (5 games)
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Dredgewood Forest by @Sir Heroscape (4 games)
Spoiler Alert!


Flaxen Shard by @Ulysses (5 games)
Spoiler Alert!


Frostmire by @Flash_19 (3 games)
Spoiler Alert!


Song of the Walrus by @Typhon2222 (4 games)
Spoiler Alert!


Subduction by @Ulysses (5 games)
Spoiler Alert!


Ticalla Sunrise by @GameBear (3 games)
Spoiler Alert!


Turmoil by @superfrog (5 games)
Spoiler Alert!
 
I played on all ScapeCon maps this last weekend as well! Here are my thoughts.

Alta
Was not crazy about this map when it was first posted in the contest...but have since had several tournament games on it (including the Scape Summit final) and I was pleasantly surprised by how well it played. I felt like there was a lot of good plays for both melee and range and good counter plays as well. All the map is used and I like the development...though I did notice development tended to hang left out of the startzone in order to better platform on lvl 2. That said, there's road incentive to go middle/right...so not a bad thing.

Crumbling Castle
Fun map, but I think it probably is a bit too hard to assault if someone gains control of the middle. It's got plenty of speed with road and ladders...but I felt like the army that could climb the hill and reinforce it faster just had a really solid advantage and the opponent basically just had to sit back. It was for this reason I didn't particularly like it because it felt a bit too "one-dimensional" in that regard.

Dredgewood Forest
It's my map, so I'm biased. I like it...even if I did lose a game on it to GucciBoost by Turn 3 of Round 1.

Flaxen Shard
I've played a lot on this map, and always held it in high regard. I still think it's a really great map.

Frostmire
I've only gotten 1 game on this since its update...and I'm not sure there's anything to say on it other than it played like the old version but corrected the issues from the previous version....so in that regard, I'd say it was pretty good. Overall, I'd have to play on it more...but seemed fine.

Song of the Walrus
Very chokey through the center, and I watched a few matches where blocking the center made it so you're just banging your head against a wall trying to get through. The edges are a bit tough to go around, BUT I did notice in some of my games that I was able to pull it off, and to good measure because it was range and I could hide on the side of the glacier or hive. I'm not terribly thrilled about the map overall, but it wasn't broken or awful in my games.

Subduction
Great casual map, but I found that at the highest level, there seemed to be some issues with it. Overall, I've really liked it, but playing on these maps all weekend highlighted some of the issues. Largely, I noticed how hard it was for me to develop out of the startzone. I also noticed how difficult it was to develop on non-road as the lava positioning makes it quite tough to platform for very long. That's a feature of the map, I know...but it was more a hinderance I feel than a good feature.

Ticalla Sunrise
It's an old map that has some problems imo. I think it's aged out in this age of Heroscape players. Too many of us know how to abuse maps like this with startzones on height and lots of "speed bumps" throughout the map. Nobody I talked to was excited about playing games on that map unless they were range...then they were very excited.

Turmoil
Still great. Still deserves to be in WoS.
 
Dredgewood Forest (5 games) - It definitely draws you into the middle, and yes I think some games can become an uphill climb and ultimately a lost cause if you lose that middle. However, I think that you have tools to at the very least minimize this, as there’s plentiful road in easy access of the start zone, and if you open right then you’re mitigating a majority of shots down that range can have due to the amount of LOS blockers. The sides have some play due to strong 3 hex perches and the road running around the edge. The only real issue I have with it is I think the 2 hex perches are too strong. They do get a bit restricted as they’re right next to 2 trees, but it also makes them harder to contest, as you have to be exposed to threaten them at all, and I found them fairly easy to screen.

Subduction (2 games) - I only played on this map twice, once in control points, and once in a more straightforward game in General Wars. I liked it, though I opened left and in the middle, and it was TKN vs Stingers, and it went very much my way. The height on the side being mostly lava discourages camping, but to be fair this was against only 5 range, and I could certainly see how Syvarris, or even boosted Vydar range, could break the map against slower range. Again, this wasn’t the impression I got, but only one normal game and a control points doesn’t feel like enough to have strong grasp.

Flaxen Shard (4 games) - I like this map a lot, though it did seem once an opponent committed to one side, the other side got mostly ignored. There’s so much LOS blocking and jungle to help against range that it didn’t feel necessary to move over to the other side as you could just stage behind the short ruin and move out almost at your leisure. That said, the entirety of each side has utility, and the two little runs of level 3 allow for some nice flanking. The middle is extremely enticing, though mitigated a bit by the ruins so it doesn’t have quite the utility a lot of hills usually have, and it being 6 hexes at the peak avoids it feeling like an unassailable perch. If you let the opponent pod up with range in the middle, then you deserve the punishment that follows, though it will be less than most maps, again because of the LOS blockers.

Frostmire (9 games) - This is my favorite map of the pool, which is fortunate because of how much I played it. It can be an extremely strong center for a pod army, but the sides provide some really good movement, and the choice between jungle and height throughout the map is really good. The two hex right outside of the start zone is strong, but far enough up it’s exposed. Movement side to side is really solid, and it made for a really good control points map due to the hexes being more on the side and the movement side to side being so good.

Song of The Walrus (3 games) - My hot take on the map pool: I do not like this map. The middle is just a firing range, and the sides only feel useful because the middle is so bad to move through as melee, on the assumption it’s melee vs range. If it’s melee vs melee then it basically just becomes whacking at the screen and trying to out attrition the other army, and if it’s range vs range then you’re just pinging from even height to get the opponent off of the two hex, which they’ll then jump back up on the following turn. It’s a very long map too, which makes the sides feel even worse because you’re taking more time than an already long middle to get and kind of advance.

Turmoil (4 Games) - It’s a very solid map, but I do think, even with the road and shadow, it lends itself too strongly to range. Range gets to height extremely quickly and easily, which seems to make bad matchups for slow melee worse, though the road and shadow do allow for development up the middle. But in my games, if melee tried to go for the middle, it was too easy for them to get taken out before they could make it to the range, and even if they did then they’re having to jump off the level 3 to concede height on a very large hill that the range can just camp on. I love the aesthetic, and it’s certainly not an unwinnable matchup for melee, but I felt the games when I was playing range were relatively easy, and the games when playing melee felt like an uphill battle.

Crumbling Castle (5 games) - Great theme, the map looks like a dilapidated castle once stood there. I think there’s viable development left with the ladders and level 2 and center with the road. The right feels a bit underwhelming, but in two moves you can be in a good position on height, or hiding behind battlements. As confusing as ladders are within the community, I’ve never found them difficult to use, and they definitely aid development here, both with hopping up on height earlier, or just staying on the ladder to have a little bit of height. I think the top hill needs fleshing out. I’m not a huge fan of 1 hex heights, and with this area having 4 I think it’s too abusable if you have a strong single hexer. Along with that, I think the central hill as a whole is just too big of a platform, so it’s almost impossible to lose once you’ve claimed it. I had some really fun games on it, I just think it could use some polishing.

Ticalla Sunrise (5 games) - It’s hard for me to evaluate this one properly, because it blew my mind how much variety there was in the height, and how big this map was being only SotM and TJ. It was the map that really made me want to start building maps myself. I think it’s punishing if you open poorly, and if you allow the opponent to get a foothold on the sand plateau, though the wannok side can counter the strength of that play. It’s not an easy map, and I personally haven’t figured out how to abuse it with range. I find it challenging and engaging to play on, but I also understand it’s been around for a long while and the community is going to have a different kind of perspective on it.

Alta (7 games) - Another one that I’m glad I enjoy, because of how much I played it. The entire map gets play, and with the way the road is laid out it’s easy to pivot to either side relatively quickly. The level 4 1 hexes are strong but hampered enough by the warehouse frame that you can approach them without being in the line of sight. Range can set up in front of the ruin, but the road makes it quick enough for melee to get up there that they can usually punish range for overextending. The trees in the middle of 7 hexes make for interesting choices on staying safer but forgoing a shot, or exposing your units in the hope of getting an important kill, and the sides feel quick while also providing interesting height choices.
 
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Ticalla Sunrise
Great map. No notes. More seriously, I know there are some complaints about this map, but I feel like tournament maps tend to fall into some predictable patterns and this one feels different from most other tournament maps while still making for great and memorable games. Maybe my opinion here is questionable though--Embattled Fen and Cage Match are two of my favorite maps.

Turmoil
I have to say, Sola Astrid seems like a much stronger glyph than Dagmar, which meant that in my games when someone had capacity to go for a glyph (which we did not in the top cut match) it was a little lopsided which one they went for (and therefore which starting zone you'd want to have). Aside from that note, this map is solid. It is pretty easy to develop and get into the action, and there's good counterplay with the height and the shadow tiles and the road. Other than blocking glyph access, the LoS blockers rarely came up in my games (an Exile was able to hide from a TSA in my top cut match behind a rock outcrop, but that's about it).

Song of the Walrus
I liked this one. I did notice that I tended to be more likely to develop left on this map. It felt easier to move up to the central height from the left than from the right. It also felt to me like controlling the highest hexes was even more important in this map than most others, but that could have just been the army matchups I had.

Frostmire
This map seemed pretty solid to me. There are a decent number of chokepoints, but the map is short enough (a 6-move flier can reach the glyphs from the start zone :shock:) that it seems like less of an issue than it could be on some bigger maps. The jungle is well-placed and the variation in height makes for interesting gameplay. It didn't come up in my games, but it is interesting that a 6-move flying squad can control both glyphs on OM1, but a 4-move walking melee squad can't even attack the glyphs until OM3.

Alta
Solid map, but I don't like that the solid black of the start zones extends forward out of the start zones; I almost placed my Raelin a hex too far forward in a Cheese game vs Boromir :| Other than that, solid map. Good use of LoS blockers and the elevation and shadow are both well-placed. I'm not sure how useful the road is, though. It helps with lateral movement but in my games that didn't matter that much. My 10th were able to shoot pretty comfortably at KnightOfLight's Knights as they developed in our cheese game because the road didn't help them much and I covered most of the approaching road hexes with height.

Flaxen Shard
The ruin placements are interesting on this map. I and my opponents often developed key figures up and hid them behind these ruins to bring out later--I don't think that's a good thing or a bad thing, just a different thing from many other maps (which I suppose is a good thing on balance). The jungle is pretty well-placed on this one, and the highest hexes feel critical even while the ruins allow development to occur with protection against them.

Subduction
It's hard to develop out of the start zone on this map because of the battlements that face the start zone. I don't love that. This map also feels smaller/narrower than it actually is. It feels kind of like playing in an alleyway. In the games I played here the glyphs were typically pretty ignored, along with most of the hexes on the sides of the map. Most of the gameplay occurred on the roads and within 1-2 hexes of the roads. The your-side/my-side height was also pretty critical; the fact that one side gets 2 hexes of max height nearest to the SZ and the other gets 3 hexes of max height feels like it could be significant in some matchups (it did allow my 10th to get some level-ground bayonet attacks on Zelrig in one game where they couldn't if he had been on the other side). All of this sounds pretty critical, but I still really enjoyed my games on this map--maybe that's just because Heroscape is fun and the matchups I played didn't make this map's issues scream that painfully.

Crumbling Castle
I only played 2 or 3 games on this one. I love this map; it feels like it would be great for a 2v2 game. With that said, I wonder if the sight lines are a little too open from the top of the map--I'd be tempted to add at least 2-4 more wall columns if it were my map. I don't love the way the water tile that butts up against the ruins makes lateral development out of the start zone (moving from left to center or right) harder.

Dredgewood Forest
This is a great map. I think the road and LoS blockers are used really well on this one. A couple of minor notes: a 2-hex ranged figure can block itself in behind the big evergreen on the left with rats or greenscales or whatever and be pretty hard for a melee army to get to: nasty to deal with in some matchups. Raelin on the right side of the start zone can cover a nice set of hexes for a range 6 squad (like 10th) to shoot down on figures developing along the central road. Not sure either of those things need to be changed, but they stood out to me in the games I played on this map.
 
Delta force 1 maps:

Dance of the Dryads: by @Typhon2222
I think this is an excellent map for some well thought preset draft or some janky formats like RDL, but I think the map doesn't hold up to the balance modern maps provide unfortunately. The level 2 plateau on the left is super easy to pod on and super hard to attack into and the molten lava right outside the startzones can create big snowballs effect for ranged figures.

Vixen by @superfrog
Great game on Vixen, all the map was used, very interesting micro-positionnning choices. Good hexmap.

OHS58 maps:

Tenebris Mount by @Sheep
It was a great map for Treasure Quest, not much more to say sorry haha.

Nightblood by @Flash_19
Played on it in an HoB game, so not sure how my review is useful, but the shadow/lava interactions lead to very interesting tactical choice. I liked it.

Arboterum by @superfrog
Decent map but the level 4 doubles still bother me. They are superb perches for dragos and act as a useful wall for range podding on level 3 behind it.

Dry Season by Killometer
I played it in a game where fog of war was on and the game lasted for like 2 and half rounds so no useful analysis on here.

RDL1 map

The Crypt: by @Flash_19
I feel this was an excellent excellent map for RDL, I really like the multiples ways, and multiples LoS blockers the map provided, the center is quite clunky to cross and often a trap as it's not super good spot, but the map is still very very good I think.

OST8 maps

Are you afraid of the Underdark? by @Ulysses
Honestly very original and quite balanced map, I loved it. It feels like the map really forces you to play both sides.

Dark Fulcrum by @GameBear
The game didn't last long, but enough to show that fly or simili fly is very good on this map my earth elementals were able to easily catch Moltenclaw and assassinate him.

Underwood by @GameBear
One of my most exciting games of the year on this map! Small and quite "to the point" map, but still quite interesting, the custom glyphs weren't used in our game as our only ranged were special attacks (Moltenclaw mirror).

Gencon maps

Ceremony by @Shurrig (6 games, 4 in training, 2 at gencon 2-0)
Really loved this map, fast paced and very interesting for that few sets, always provided quality games.
My second favorite at Gencon!

Ritual by @Vydar_XLIII (6 games 4-2)
Very cool map, different from what we are used to see, the center is very flat, it was very good for the BEARS. The glyph rock side provided interesting choices. Tactical choices were very interesting in the areas between startzone and plateau (pillars, jungle), but also in the startzones too when the BEARS rushed them down. My gencon games vs Muskie and Chris were both amazing games!!
My favorite at Gencon!

Embroiled by [MENTION]Ulysses
[/MENTION]
Only 1 game on it (win), felt like a very good map, I liked a lot of the features (level 2 dot in the startzone and the startzone shape in general), it lead to interesting choices. Need to play more to have a stronger opinion.

Verdant gencon edit by @Ulysses
Same only 1 game on it (loss), and I got rushed into my startzones by the BEARS using the Qullivon move glyph, all game took place in my startzone so can't really judge the map.

Invested by @Flash_19 (4 games 3-1)
3 of those games were BEARS + Alastair mirrors, the sand glyph (non wellspring side) at a huge impact in two games (1 time Qullivon, 1 time dagmar) and basically scealed all those 2 games in my favor. 3rd mirror I didn't had the chance for the init switch but my opponnent had a terrible om 3 (understand that om was not on the BEARS) and I was able to take advantage of that to also sceal this game very fast.
So those 3 games were basically 2 rounds games, so not useful to analyse there.
4th game was a 2v2 game that lasted a bit longer, game was interesting. The glyphs felt very far, and hard to hold in this one.
Overall I feel this is a well balanced map but I didn't find it super interesting, the wellspring was also never used.

Common Ground by Gamebear (1 game, win)
Common ground with Qullivon glyph on the island was something!! I thought it played very fine in this BEARS format, balancing very well with other more modern maps, usually more melee friendy. I liked my game on it even tho I didn't play superwell and my luck saved me.

Wool by @Dunedain (2 games, 1-1)
The only gencon map I wasn't happy with, it felt like melee HAS to go through the middle, the other paths are just too "zigzagy" and bumpy to get any decent work done with footed melee.
In the BEARS format it would have been fine, but I played it in the 2vs2 format where the melee pieces really struggled I think.
Also infamous krav triangle which I'm not a big fan of (also people complained framework and wool had the same Krav triangle) and glyphs felt quite far from the action and hard to get.

Scapecon (and delta force2) maps

Alta by @Flash_19 (3 games 2-1)
Fine map, played it in 3 range vs melee machups (where obvisouly I was the ranged player hehe, 4th vs dividers, M43s vs Blackgaards, stingers vs AoA pirates) and I played it differently each time, so big sign of a great map there.

Turmoil by [MENTION]superfrog [/MENTION] (6 games 3-3)
Great map that stands the test of time, great games on Turmoil the only thing I didn't like was Raelin AoA getting to the level 3 double spot in one move, damn that's a strong spot for her. But that will teach me never to take a full melee army anymore lol.

Crumbling castle by @Shurrig (4 games 3-1)
The range vs range machup felt great, this Q9 rat mirror game vs Earthling was one of the best of the con, which was far from a given when you look at the machup lol and I think the map was a big part of that. Great map as long as a dragon wasn't involved, those definitely had a very snowbally effect on the map.

Dredgewood Forest by @Sir Heroscape (5 games 4-1)
My favorite map off the con, all 3 ways (left, middle, right) felt interesting to devellop. Center was super interesting and easy to navigate great startegic and tactical choices. When I looked at the map I thought those level 4 rock double hexers would draw way too much attention but actually not to the point it is problematic.
Really an outstanding map I really loved it.

Frostmire by @Flash_19 (2 games 1-1)
One game was a 4th mirror so not super interesting lol, other game the whole map was used, interesting tactical choices, Frostmire really delivered. Tho I didn't see many difference with the version I played at scapecon East and at VCheese #4 lol.

Flaxxen Shard by @Ulysses (5 games 3-2)
I loved this map so much I am considering changing my WoS vote, Valda and Wannok where excellent choice of glyphs for it, and I feel like in my testing maybe I put it too much in machups where it would play bad, but in none of my scapecon games or the games I watched the problem I noticed in woS judging came out so yeah I'm considering changing my vote.

Subduction by @Ulysses (4 games 3-1)
The only scapecon map I wasn't super happy with, even tho it played fine in my games, the map feels too restrictive, too fin, almost no non-lava spots where you opponnent cannot get height on you, tons of LoS blockers, doesn't let you with a lot of choices. Also the map definitely pulled right, left was hard to devellop to because it forces you to go around the wall and through a 1-hex wide way. Also you don't feel rewarded enough when you manage to move accross this map, due to LoS blockers and lava.

Song of the Walrus by @Typhon2222 (2-1 games)
This map often feels very one dimensionnal, pinnacle of that was when Johnny's and I Q9s both went on the double level 4 and shot at each other until one exploded lol.
I think the map plays super well when there is a good mix of some melee, some range and some flyers (my rtw game vs Ealr of sandwich), but if it's only melee vs melee it plays a bit meh, same goes for only range vs range or flyers vs flyers, or one dimensionnal range vs melee machups like 4th vs knights.
But yeah I think it's a fine map but not like top top level interest wise, I completely agree with my own WoS review there.

Ticalla Sunrise by Gamebear (5 games 4-1)
I won't deny that the map is quite rough for melee footers (completely fine for melee flyers) and sometimes it feels like the sand area takes all the attention (when there's a good wannok absorber for example). But despite its problems I feel the map is quite interesting strategy wise, forces you to make good choices early on and to have precise positionning, this map really rewards skillful players in my opinion, moreso than more modern and more fats paced maps.
 
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Alta - Scapecon Record (2-3)

Still love this map. Think it has a lot of fun plays. Never feels like I'm playing the same game twice. Second favorite map in the pool.

Crumbling Castle - Scapecon Record (3-3)

This map felt like it was pretty difficult to mount a comeback once you fell behind. I was on both ends of this. There's lots of interesting interplay around the map and the ladders do give you some options but I think a ranged player or flying player was going to have the biggest edge. The center feels a bit bland and I agree the single hexes toppling over was annoying. Ninth favorite map in the pool.

Dredgewood Forest - Scapecon Record (0-4)

Garbage map. F--.

Seriously, though I do think the map is interesting and has lots of fun ways to approach it. It's also very visually interesting. I do think dragons have a bit too easy of a time on the map and it can be very tricky to assault the center if you've fallen behind. Still a fun map that I'll look forward to seeing in other tournaments. Eighth favorite map in the pool, but I think this is mostly personal preference and bad record talking than an indictment on the map itself.

Flaxen Shard - Scapecon Record (2-4)

It's fine. I feel like I can do neat stuff on it, but I always feel like I'm playing on "not Percolator" when I'm on it and I like Percolator a lot more than Flaxen. Seventh favorite map in the pool.

Frostmire - Scapecon Record (5-1)

I'm not quite sure what it is about this map but it felt so fun to play on no matter what kind of army I was rocking. Everything felt very dynamic in ways I can't quite articulate. Favorite map in the pool.

Song of the Walrus - Scapecon Record (3-0)

I thought it was fine. Corridors to glyphs feel long but I always felt like I had something to do. I know some people complained about melee vs range on this map but I felt fine in my one match here with it. Fifth favorite map in the pool.

Subduction - Scapecon Record (3-2)

It's a very interesting lava map. I like the middle corridor hex and there feels like some interesting things that can be done on the map but I do feel like some tweaks would make it better. I'm not quite sure what they are but I do think it's a bit rough getting out of the start zone and I think the corridor could use some tweaks. Sides felt great although I think they rarely saw play in the games I played. Sixth favorite map in the pool.

Ticalla Sunrise - Scapecon Record (3-1)

I think this is a solid map that plays pretty dynamically. Sure I can see how some reworks could make it better especially around the start zone (and I think Sola Astrid might not be the best glyph up top), but I very much think see why this map keeps showing up. Fourth favorite map in the pool.

Turmoil - Scapecon Record (2-0)

Now that I didn't play on it 5 million times, I got to appreciate the map. Lots of fun pathways and choices despite being a small map that doesn't feel small but does feel fast. Third favorite map in the pool.

~Dysole, who would like to note that if she was grading these maps on a scale of 10, each would be receiving at least a 6.5 so they were all real solid maps. (Highest would probably be Frost with a 9.something)
 
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