I think I've finished my first two practice maps. Flora and Fauna was an attempt to make an arena style map that takes advantage of large sized enemies and small diagonal openings. I tried to limit space in such a way that whirlwinds wouldn't allow the large enemies to get redistributed anywhere but where they're supposed to be. I also included High HP monsters so that firestorming won't net you an instant win. These things were done in the hopes that the design would cause a couple common cheese tactics to be less effective. In doing so, I'm less concerned with letting a player use their own party, rather than assigning them one out of the premade NPCs, so feel free to poke at it and let me know if you found something that made it feel significantly easier than what you normally fight. There is a victory point, and an acid fiend with telekinesis, so if the player takes too long poking around, they will lose. However, not every enemy needs to be defeated to win, so capturing the VP for yourself probably shouldn't be your priority. Just bait the enemies into advantageous locations and club them as fast as you can. I think my first piece of self-critique is that the sand under the trees doesn't look quite right. The entire time I was building it I was admiring how cool it looked, but at the very end after adding the monsters, I realized that somehow the combination of sand color and the awful yellow walls creates this really painful color combination Yellow/green/white. I'm not happy with this. :/ My second piece of critique is that I really need to learn to name my boards something less generic than "testing". Man do I feel stupid for that one. Water Path is my first try at something "big". I tried to make it compartmentalized so that whirlwinding won't net you as much as it could. Also, all enemy deaths are necessary for victory, so skipping an enemy still means you've got to come back for it eventually. The story is that there's a demon (the hell bug) that's provoked all the fire sources on the map into becoming enraged fire spirits, and these spirits have in turn panicked the local tree population. To shut the demon down, your party has to wind their way out to a river shrine, killing all the fire spirits and trees along the way. It's an odd mix of fire and combustible. After testing it out, I feel that making your way forward feels a little like slowly progressing trench warfare. Probably a bit too slow for some player's tastes, but I found the change of map size rather refreshing. It was also nice to catch my breath before taking on the boss at the end. Sometimes it seems like this game's bosses start out just a little too close. This is my first time trying to upload this sort of file, so if I've done it wrong give me some tips how to do it right, please. I've poked through a few threads on making maps, but I haven't found one yet that describes this final step, so I can't be sure I've done it quite right.