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Mapmaker
Posted: Saturday, September 18, 2010 1:47:15 PM
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Hey folks!

As I watched the latest episodes of the Clone Wars cartoon, I was inspired to create a training arena map for Star Wars miniatures play. In the cartoon, clone trainees are tested in a controlled simulation environment with shifting floors and obstacles. This map design is influenced by the arena used in the cartoon, but is made with two "citadel" bases set up on opposite sides, for balanced gameplay. In fact, this map will be completely symmetrical. I also created a building in the center of the map to enclose most of the gambit area, and set up wall structures in key area to provide advancement routes for melee units (without closing off all possible shooting lanes). It occurs to me that this map would be great for a "Capture the Flag" sort of scenario, as well.

This one is intended to be more tournament-friendly than most, so I'm presenting it here "in the rough" in order to get community feedback and troubleshoot the design from the very beginning. If you find anything abusive about this map, please point it out.

The preliminary sketch from my sketchbook:

Larger view available here: http://www.mapsofmastery.com/swmstuff/TrainingArenaSketch.jpg

A rough comp including walls, doors, and highlighting to clarify terrain types:

Larger view available here: http://www.mapsofmastery.com/swmstuff/TrainingArenaRough.jpg

I'm also considering doing something different with Side B of this map. All of the posters I've done so far at http://www.mapsofmastery.com have two different maps on either side. For this one, I'm thinking of putting a sheet of empty floor tiles that match the floor of the arena. (We haven't had an unadorned floor map commercially available for this game since Clone Strike.)

That said, I would take it one step further: I'd make this combo pack that included not just the poster, but a set of cards similar to my "Sci-Fi Cargo Tiles" product, that feature arena obstacles and adjusted floor sections: Raised floors, walls, pits, weapon emplacements, towers, and other structures build out of the shifting arena floor. In this way, you could take the empty arena floor map and build your own training simulations on it using the tiles. I'd try to include enough variety in these pieces that you could custom-build a pretty thorough map of your own for a unique skirmish battle.

So: please let me know if this is a product you would be interested in supporting, and please also critique the map shown above. My goal is to make a balanced tournament-friendly skirmish map.

If this meets with widespread approval, I'll take it to a finished state and do another Kickstarter-based pre-order to fund the print run.

Thanks, folks! I hope you like this.
SuperYodaMan
Posted: Saturday, September 18, 2010 3:24:09 PM
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Sweet! I'd certainly buy this even if it wasn't DCI Legal because it looks so cool. I like the symmetry because it makes the map more fair (doesn't matter which side you start on, although this does detract from the strategic part of choosing sides), and the enclosed Gambit area is kind of nice; it gives melee units plenty of cover while still allowing shooters to get an angle on the inside. Great job!ThumbsUp
countrydude82487
Posted: Saturday, September 18, 2010 5:37:34 PM
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THats A Great idea. It also leads to other play styles like a capture the flag game . HMMMM the Possibilities
kezzamachine
Posted: Saturday, September 18, 2010 6:38:40 PM
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Well, I've just brought both 'Mass Transit' maps from Miniature Market, so I'd have no problems in investing in more! Kudos, they rule.
Squid89
Posted: Saturday, September 18, 2010 11:00:39 PM
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It's funny, I was thinking the same thing while watching that episode - "wouldn't this be a cool minis map?" lol

I really like the idea of the symmetry for balance and reproduces the unnatural, sterile training facility. I'm not sure how much action would ever take place in the four corners though - not sure if you can remove one row on the left and right and add some more open space in the center area. Basically push the citadels out one row. Might not look right and cause more issues though by squeezing down the edge hallway.

I personally have never been a huge fan of enclosed gambit - I've always viewed that mechanic as meant to encourage combat and avoid lockouts. I know others like the hiding place in the middle of the map though. Maybe consider removing the doors so it is still enclosed, but not a lockout option?

There's a lot of slow terrain which can really hurt melee and large characters. It is necessary for the design and look, but maybe any yellow squares you decide you could do without could speed up movement a bit. Overall, I do like the long sight lines with plenty of cover. There are multiple approach routes for combat which I like. Could see Flight characters having a big advantage on this map.

As for a blank map with tiles, I like that idea. It could be fun to create a new map each time with the set tiles that are meant to go together. Although we have tiles and blank maps already, there isn't a full set of tiles dedicated to a fully customized map. I think this element would appeal to the RPGers / casual gamers as well so you can market to different audiences for the different sides. Have you considered placing some terrain (maybe set-up areas or center obstacles) and leave the rest blank? Maybe fill out the edges to align with the other map and the center combat area completely blank for a double-map game? It would still be able to be customized, but have some consistent structure. The idea of purely blank is lost for use as other locations, but the back of Death Star fills that role already. Just throwing it out there. ;)

You can count on my support for a project like this.
wannabe mexican
Posted: Saturday, September 18, 2010 11:22:50 PM
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I just went and ordered three of your maps so I now feel like I have a right to give feedback. I like the idea. As squid said maybe you could push the cidadels back.

Also, as you are changing the training facility slightly, maybe having the central building be the citadel would be worth considering, then the edges could be something else. But really, it seems great. I love the idea of having a blank map with lots of cards. Making our own maps could be fun.
qvos
Posted: Sunday, September 19, 2010 12:21:14 PM
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Great Idea Mapmaker. I had the same idea. I'm in. You always do such a great job!
FlyingArrow
Posted: Sunday, September 19, 2010 12:41:27 PM
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Overall looks good. A couple criticisms that you can feel free to ignore because it's likely that I don't know what I'm talking about anyway.

First thoughts are that gambit is protected but the rest of the center is too wide open and too filled with low objects/difficult terrain to give melee a good chance. While the center is way open, the commanders in the back are going to be all but untouchable with so many doors and turns. They should be well protected, but that seems to go too far.
tonythetoyman
Posted: Sunday, September 19, 2010 3:19:42 PM
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Excited to see you are working on another map. I've purchased at least one of everything you've produced so far (and two of some), and will be happy to continue if it isn't cost prohibitive. A few questions and comments...


Would the tiles come with the map, or would they be extra?

Personally, I'd rather have two maps, as the idea of paying $14 for one map doesn't do as much for me as getting the typical two maps for that price.

And, while I can see were folks might think the tiles and blank map are a fun idea, especially for the RPG, this can already be done on a standard Chessix map and/or on the back of the RS or CS starter maps.

At a minimum, I hope you'll not bundle them together and sell them together for a higher price. I'd be less likely to buy one map for $14 unless I knew in advance that it was legal for competitive play (and if I had to pay more than that to get tiles I'd be unlikely to use, I'd be even less likely to buy, or would buy reluctantly).
Mapmaker
Posted: Monday, September 20, 2010 4:25:19 PM
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Thanks for the feedback, everyone! Very helpful comments!

Countrydude: CTF is a game concept I had in mind while doing this; the scene in the Clone Wars episode is basically a Capture the Flag scenario. :)

Squid: Part of the 4-corners design is to allow 4-player free-for-all or team games to play out with 4 starting area, if desired. As for gambit lockout: I was careful to keep a couple of gambit squares outside of the central building, so total lockouts aren't possible. I could remove the doors if there's a consensus that it is needed, though; they were a late addition intended to prevent fast units from flying through the center of the map in one turn.

FlyingArrow: What would you recommend to reduce the shooting lanes? (Keeping in mind that I want the map to remain huge-friendly, so I can't just narrow the passageways from right-to-left through the center...)

Tony: My tentative plan was to publish this as a combination pack: the two-sided poster with this map on side A, and an empty floor space on B, packaged with several terrain cards worth of cut-out terrain that you can use to turn the empty floor into a customized training ground of your own design.

I hadn't figured out a price yet, but it would either be the same as my current poster maps, or a few dollars more; certainly still in the teens. Pricing is tricky, because while I'd be saving some design time by printing a sheet of empty floor tiles, my cost to get the poster printed would be the same, with the added expense of extra tile cards.

If the combination pack idea proves unpopular, I will likely set aside the arena tiles concept and just do a different map for the back of the poster, as per usual. Maybe another totally different arena configuration using the same set of objects and textures.

Thanks again for the comments, everyone!
LeftiesWillRule
Posted: Monday, September 20, 2010 9:00:25 PM
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I am totally for this, and would love to (finally) get a decent blank map. The tiles are a great idea, and buying multiple maps would only enhance the combination! As soon as I catch up on JediCartographer's Map Pack 4 and your most recent map, this would be on the top of my buy list.
FlyingArrow
Posted: Monday, September 20, 2010 11:58:01 PM
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Mapmaker wrote:

FlyingArrow: What would you recommend to reduce the shooting lanes? (Keeping in mind that I want the map to remain huge-friendly, so I can't just narrow the passageways from right-to-left through the center...)


It's not the length of the shooting lanes - just the lack of "safe" resting spots for advancing melee. Or maybe there are some but I don't see them.

There are four "+" signs of walled of squares near the bunkers. They each have four low-object squares around them. Extending each "+" sign 1 square north/south toward the center of the map would give melee a safe resting spot on the way toward engagement. If that blocks off movement of huge figures, it could just be a single wall extension instead of a whole block. I think that might work.

cicrush13
Posted: Tuesday, September 21, 2010 12:07:58 AM
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I like it alot! I'll def buy one when it's available
Squid89
Posted: Tuesday, September 21, 2010 6:12:07 AM
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Mapmaker wrote:
Squid: Part of the 4-corners design is to allow 4-player free-for-all or team games to play out with 4 starting area, if desired. As for gambit lockout: I was careful to keep a couple of gambit squares outside of the central building, so total lockouts aren't possible. I could remove the doors if there's a consensus that it is needed, though; they were a late addition intended to prevent fast units from flying through the center of the map in one turn.

If the combination pack idea proves unpopular, I will likely set aside the arena tiles concept and just do a different map for the back of the poster, as per usual. Maybe another totally different arena configuration using the same set of objects and textures.


If that was the intent of the four corners I like the idea. As for gambit, either way on the doors is fine - just throwing out some ideas. I had mis-counted the first time and didn't catch some squares were outside the building.

For the combo tile idea, what if you had 5x5 tiles with interchangeable terrain (some could even be blank) to fill the red-outlined area (20x20) below. It would take 16 5x5 tiles to fill that space, but if there were say 20 tiles to choose from, there would be an almost infinite amount of flexibility available. Capture the flag would still be an option as the ends are intact. It would not necessarily line up perfectly with the bunker doors on the top and bottom, but might be able to work. Not sure how much more work / printing expense it would be. But, you could have a skirmish & huge friendly map, and interchangeable tile arena floor, and something completely different on the back. Not a full blank map, but there are a couple of those out there and push come to shove, other companies make blank gridded maps.

TyphonInc
Posted: Wednesday, September 22, 2010 11:48:04 PM
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I think I'm on board with Squid89, instead of having a completely blank map, have protected 'end caps' or for the start area, and movable terrain to fill in the middle. (They don't all have to be the same size, we know variety is the spice of live...)
Or maybe you can just have a couple of the tiles designed specifically as a protected start area or a capture the flag zone and whatever else.

I also love the wall 'o' guns set up around the flag. And I am dreaming of house rules that allow those guns to participate in defense for capture the flag scenarios.
Mapmaker
Posted: Friday, September 24, 2010 4:04:45 AM
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Thanks, folks!

Honestly, I'm not yet sold on the idea of a Side B that's mostly open but has some preprinted features. My issue with that is that it doesn't fully serve either purpose: the players that want a blank map to use in any sort of scenario will be frustrated with the parts they can't change, and those who want another playable map will be frustrated with the parts left open for them to change.

As it stands now, I'm more likely to just make a different complete map for the other side, as usual, leaving the tile component completely out of the product. If I do that, the back and front might be designed to work together edge-to-edge in case you and a friend want to put your copies together, but they'd be two different maps.

Still weighing my options and looking at improvements to this preliminary sketch, so please keep the feedback coming! :)
juice man
Posted: Friday, September 24, 2010 4:32:42 AM
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Rarely watch Clone Wars, but saw an episode with the training gound in it this week. Maybe, for non-DCI, you could number some wall segments and have them "vanish" or "return" on an extra d20 roll before (or after) initiative is rolled.
swinefeld
Posted: Friday, September 24, 2010 4:40:51 AM
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juice man wrote:
Rarely watch Clone Wars, but saw an episode with the training gound in it this week. Maybe, for non-DCI, you could number some wall segments and have them "vanish" or "return" on an extra d20 roll before (or after) initiative is rolled.


That is an intriguing idea!
Squid89
Posted: Friday, September 24, 2010 7:37:50 AM
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Mapmaker wrote:
Thanks, folks!

Honestly, I'm not yet sold on the idea of a Side B that's mostly open but has some preprinted features. My issue with that is that it doesn't fully serve either purpose: the players that want a blank map to use in any sort of scenario will be frustrated with the parts they can't change, and those who want another playable map will be frustrated with the parts left open for them to change.


I was thinking more that the tiles could be placed over the printed map as you have it designed and cover terrain, not blank spaces. If there were enough tiles to cover the whole area in the middle, many combinations could be made. Remove the tiles and you have the full map as you intended for skirmish play. The back can be whatever you want. The tiles could even be an expansion later on and not included with this map.

No tiles would be fine as well, just trying to think of other ways to cater to multiple people.
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