I'll let Sir Civil modify that post, or replace the thread entirely. I don't know if TKOU will wanna keep the same terms for user-submitted content that we used at Blue Manchu. Pizza values may shift, evaluation process may change, etc..
Yes i understand that dash rule 4 squares but i want give bigger maps a try because Gladius Wall its ranked and have very long distances. I belive that with lots of movement in current meta like charges on Werewolves , Swarms of bat on Vampires and common use and Vegenance and Nimble strikes there is potential of bigger maps with scatered VS not just brawl maps centered on 4/6 Vs in middle. ( I made "Beach" because wanted see calm looking map )
Like I mentioned in the other thread, I remember having a big discussion with Jon about "only diagonal square movement to locations" and he said that in testing users felt it was weird to have that and didn't feel correct. I pushed for it since it was a better balance in "Monster Hunt" for breaking line of sight and creating interesting angles, but he was pretty adamant about it. I went with his expertise on it due to having worked on the game for a while and because it wasn't that huge of a deal once I could modify the range of cards. Just some stuff to consider.
i respect his game knowlage but 2 things makes me ignore diagonal pathways 1. line of sight 2. move point cost of movement and move posibilities sincerely kontodogrania1