BVD MAPS - Dungen Defence Help

Discussion in 'Custom Scenarios and Boards' started by BlackVoidDeath, Dec 6, 2014.

?

Which of my maps do you think Is the best?

  1. Dungeon Defence

  2. Disturbed Monekys

  3. The Great Arena

  4. The Grave-Walker

  5. After Wood-Home

  6. Melvelous's Mad Maze of Death

  7. The Great Storage Nest

  8. Tavern Defence/Offence

  9. Zombie Apocalypse

Results are only viewable after voting.
  1. BlackVoidDeath

    BlackVoidDeath Guild Leader

    Note: This Is A Map 4 Mauve Manticore

    Dungen Defence

    In game Username - Same as here: BlackVoidDeath


    Story:

    The walls of this Cavern have been left silent for centuries but they are now disturbed by the Foolish Mortal Humans who are crying out commands as you rise from your graves and advance towards them, you ask them "why have you come here"? and they answer by a hurled knife. (Note to GM: there are actually no hurled knife cards in this game its not a "missing card")


    Dungen Defence Part.2 No.1.jpg


    Epilogue:
    Why didn't they leave when they had the chance? Everyone knows that - Mortals will do anything for treasure...


    Tips: (Add these if you want)
    .Try to keep the Skeletons alive because they can draw fireball which can really ruin the AI's day :cool:
    .Also if you want to attack with the Skeletons then do but only if you have the "Only Bones" card
    .The more VP you get on the VP squares the less enemies you need to kill


    Please give productive feedback & how I can improve this thank you ;)
     

    Attached Files:

    Last edited: Dec 23, 2014
  2. BlackVoidDeath

    BlackVoidDeath Guild Leader

    feedback would be very Appreciated
     
  3. Kalin

    Kalin Begat G'zok

    I think you mean "Mortal".;)

    Adding Lord Batford would fix that, and provide some support for the other humans. (Plant Pygmies also have that card, but don't fit your theme.)
     
  4. BlackVoidDeath

    BlackVoidDeath Guild Leader

    i just said it for effect its not supposed to be in it xD
     
  5. BlackVoidDeath

    BlackVoidDeath Guild Leader

    i also dont want the ai to have any ranged attacks because it spoils the melee vs melee
     
  6. Latheviosin

    Latheviosin Orc Soldier

    As things are, the player has massive advantage.
    -Stupid fast dogs charge without caution (the AI uses their dodge badly), dying very fast, offering free victory points.
    -Fast skeletons draw lots of cards, nearly guaranteed Only Bones, so they can move to block and harass the humans, whose attacks are mostly piercing, just avoiding the golem.
    -Zombies move in after the AI exhausts its moves (+wastes its attacks on the skeletons) to obliterate them with zombie mobs buffed by the many nearby allies.
    -Their Festering cousins in the back just chill on the vps, getting a good view of the mayhem.
    -Oh wait, strike that, there are 4 doors between them and the rest! :p Even if the AI was playing solitaire (no opponents), it would take at least 6-8 rounds to cross the map and batter down the doors to the final room.
    To sum up, in my humble opinion, this map should get more challenging (my only run was done by round 5 with 3 causalties). This can happen by some of the following:
    -Reduce the number of each (some) of our teams by one.
    -Change the AI party to something with more anti-skeleton cards (shredding strike or bludgeons)
    -Reduce the size of the initial room a little, remove some doors from the hall
     
  7. BlackVoidDeath

    BlackVoidDeath Guild Leader

    thnx for the advice i think i will:
    . change the door amount from 6 to 4
    . change the zombie amount from 3/3 to 2/2
    . maybe 1 feastering zombie
    . maybe 2 skelitons
    . but wont change the ai because there are 2 very strong-hitting enemys which could crush the skellitons if not carefull

    but thanks anyway :p
     
  8. BlackVoidDeath

    BlackVoidDeath Guild Leader

    So i changed the map sorry for taking a long time i didnt have time to do it tho it took me 3 mins :p Dungen Defence Part.2 No.1.jpg
     
    Last edited: Dec 9, 2014
  9. Scarponi

    Scarponi Moderator

    Still intending to give this a play, the week's just been WAY more busy than expected. I'm assuming the attached .scn file in the original post is updated to your newest version?
     
  10. Scarponi

    Scarponi Moderator

    Okay did a run through. I'm a fan of melee vs. melee so I like what you've got going but there are some things that could use some polish. These are just things I noticed, take the suggestions you like, leave the one's you don't. After all, in the end it's your map and it should reflect your style.

    Overall feel and game play:
    • The map is BIG. The game play usually centers wherever the crowds are meeting so you can focus on one area, but the initial feel is still that there's a lot there and that can be overwhelming.
    • Also I think it was probably a good thing that you reduced the number of allies, but by only reducing the scenario numbers and not the spawn points they now spawn randomly in a weird configuration (especially for the doors). Maybe go back to the map and delete spawn points down to the right number for the monsters? *Note, if you change the map, it won't automatically update the .scn file, you'll have to load the newly saved map into the scenario and then re-save the scenario.*
    • This might also make it possible to shrink the map since you aren't spawning Zombies at every grave now. Additionally shrinking the map would further put pressure on the player as the attackers would be closer to the VPs.
    • The Festering Zombies seemed rather worthless. Besides the fact that they would just sit on the VP, because they have only shuffle, I couldn't get past the doors even if I wanted to put them into the fight. Not sure what to do about that unless you removed the doors entirely (which would require some further balance testing), but something to think about.

    Map Things:
    These are all minor but:
    • You have no upper doodads.
    • Some "GM Bits" might spice up the table.
    • It looks like you just rotated the lower doodads rather than using the two different ones for North/South and East/West orientation. This results in very minorly funky shadows at some corners.

    Story:
    Just a minor spelling error I think:
    "Foolish Moral Humans" should be "Foolish Mortal Humans"

    Cheers!
     
    Flaxative likes this.
  11. BlackVoidDeath

    BlackVoidDeath Guild Leader

    i will remove 1 out of the initial 4 graves from both sides (this will shrink the map as-well), if you are talking about the zombie & door spawns then i wanted that to happen :p its on purpose i am not that bad at creating / editing maps :p, there are upper doodads but they are off screen (i will move them closer in if u want :p), as i said in the Disturbed Monkys senario i will add some GM bits :p and finaly yes you are correct i DID rotate the Lower Doodads i will fix that soon ;)
     
    Last edited: Dec 11, 2014

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