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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/28/2009 Posts: 128
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Hey folks: I don't post here often, but I'm the cartographer who illustrated most of the official SWM maps (all of them except Korriban) and I'm trying to get the word out about my new poster release. The Swamp Caves side was inspired by Dagobah: The Desert Sanctum is my idea of a Sith temple: incidentally, the poster comes with a free terrain card that matches the swamp side. It's my own original starfighter design based on the idea of a racing airspeeder with a starship upgrade package, but it could serve as a crashed Sith fighter craft: (An intact version of this starfighter will be showing up in a later project of mine.) I hope you guys like what you see! Feedback is extremely welcome. I apologize if this comes off as spam, but I thought this community would want to know that the poster is available. Thanks for reading! http://www.mapsofmastery.com
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/10/2009 Posts: 469 Location: 719
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I just want to know when and where I can pick this up?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/10/2009 Posts: 469 Location: 719
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nevermind i clicked the link
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/6/2009 Posts: 1,632 Location: Desintegrating some Djem So Sucka!
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I love it. cant wait! and i cant wait to see the intact fighter/speeder. good stuff all around!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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AWESOME!!! Very nice work!!!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/9/2009 Posts: 936 Location: Southern Illinois
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I love it. Is there any chance you will supply some to miniaturemarket so we can add them in with our orders there to take advantage of free shipping?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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Chris, you rule! I got the "mass transit" and the terrain card at Gencon.(thanx for the trade Chris). I can tell my fellow Bloomilkers that they are really cool!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/28/2009 Posts: 128
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Mickey wrote:I love it. Is there any chance you will supply some to miniaturemarket so we can add them in with our orders there to take advantage of free shipping? I'd be willing to do something like that, but I have no formal contact with miniaturemarket. It's not an avenue I've pursued because I don't want to step on Jedicartographer's toes, and he seems to have a good relationship with them. That said, I do have a relationship with Paizo and at some point I will be supplying them with some of the posters to sell. I just want to make sure I get my printing costs covered before I turn to the retail channels, because my profit is so much less with them. If I turn over a big share of the revenue right away, I won't be able to afford to print another poster when the time comes. Thanks for your interest, folks! Please tell your friends if you think they'd be interested in this.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Chris, check your pms on WotC ASAP :)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/11/2008 Posts: 666 Location: Puyallup WA
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just bought one, thanks for putting it up on bloomilk
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/28/2009 Posts: 128
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My pleasure! Happy to get the word out. :)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/9/2009 Posts: 936 Location: Southern Illinois
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@Mapmaker: I can understand the profit margin. I will definitely be getting one.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/28/2009 Posts: 128
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Cool, Mickey! Thanks!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/29/2008 Posts: 194 Location: Minnesota
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Got my map yesterday. Looks great! Can't wait to play on it this weekend.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/10/2009 Posts: 469 Location: 719
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just now purchased my copy, thank you sir!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/10/2009 Posts: 469 Location: 719
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do i give you a +1 for this?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 538 Location: Virginia
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Chris, I'll get one soon. I'm really looking forward to seeing it in person.
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Rank: Moderator Groups: Member
, Moderator
Joined: 8/24/2008 Posts: 812 Location: Parkville, MD
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Is the gambit area of the desert sanctum a pit or rugged terrain? I can't quite tell in this photo.
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Rank: Flash Speeder Groups: Member
Joined: 9/9/2009 Posts: 41
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the center of the map is a pit.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
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I posted this on WotC, but wanted to share with any of you who don't visit there:
Ok - I got to play a couple games on each side of the poster map and wanted to share a few initial thoughts.
Desert Sanctum - Mostly a mirror image from both starting sides which allows for good balance. There is just enough difference with some statues toppled versus upright that there is still variety though. Couldn't really determine a side that has an advantage yet. It is useful when setting up some angles to know the similar angles could also be used against you from the other half of the map since the main walls are symmetrical.
Long corridors inside the sanctum allow for quick movement without terrain and doors to slow you down. Still plenty of places to duck out of the way for cover. Very difficult to get out of line of sight entirely, but I like this since it encourages combat when you enter the center. We did not play gambit, so the pit taking most of the area was not a factor, but did come into play when only one squad had flight. These do open up long sight lines, but those are easy enough to avoid by tucking behind corners and ducking aorund walls and only using the wide halls to move, not stop.
Long walls in front of startup areas allow for great places to set up safely and to hide commanders without getting trapped in one area. The right side might have a slight advantage here since the pillars are not all red lines and large or huge characters could move up to the wall before setting up proper attack positions. Side alleys along the top and bottom provide quite a bit of cover and allow melee to advance with relative safety. Lots of good places to hide or set up attacks in round one or easily get to for positioning in round two.
Some interesting hiding spots and sight lines. Door control can be a factor with some long lines and angles, but it is impossible to fully get locked in/out of any one square on the map. It might be a long way around, but it is possible (big advantage to Mas Amedda). The partial walls around the four corners at the half-circle images can be great for protection. Accurate shot and Stealth have advantages on this map with so many partial cover spots to take advantage of. The corners of the big doors nearest the top and bottom of map allow the door opener to stay out of many sight lines and have cover from enemies almost anywhere on their own side of the map.
Overall, I enjoy this map better than the swamp as it is simple in layout (being so symmetrical), but has many more unexplored abgles and approaches.
Swamp Caves - Overall observations: My pesonal preference is that I like using the Crash Site tile in place for the visual element and extra cover area in the starting zone. By the way, the Concealed Hut is a great place for Palpy on Throne to hang out – pretty much always has cover unless someone wants to be in push/lightning range. Almost too much slow terrain and cover throughout the entire map. It is balanced on both sides and there are lots of places for melee to be out of sight completely, but slower advance than I prefer. Shooters can engage quickly and melee are like another wave which can split forces. Patience will counter this and it can play out very fairly, but I like to advance more aggressively. Super stealth would rule on this map. Door control is completely irrelevant.
Quite a few corners that are clipped allowing movement, but not sight lines. This helps hide commanders effectively and allows melee to advance safely. Both sides have these opportunities which is nice. Very few sight lines through the Winding Tunnels are great for Stealth. There are mulitple advance routes which does not create any bottleneck areas and allow most the entire map to be useful combat space. There are quite a few unused black spaces though that cannot be entered. Overall, there are probably more squares total that will see action than other standard maps (I haven't actually counted).
Some of the lines are a little hard to discern with the colorful background, but did not really detract from gameplay. The right side has more open advance options and a longer sight line into the Hut if you are playing gambit. However, it does not have as many places to be completely out of sight. The left side has three main advance routes and less starting squares available, but can stay hidden very easily. Flight, Stable Footing, Booming Voice, and Stealth all gain great advantages on this map. Melee might suffer some, but maybe not more than on any other map on the whole.
Overall, very fun to play on both maps. I feel it will take a long time to master either side since there are so many diverse options for line of sight and advance. Huges can get around mostly on both, but have limited places to stop. There are very few squares non-rigid huges could not attack.
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