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Subject: What map should I create next?

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robbdaman
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02/08/2006 8:49 PM  
In the spirit of all the other voting threads and wanting to come up with something new I've decided to run a contest of my own.

What do you as a DDM player want to see in a map? What would you have me create next?

Keep in mind the maps I have already created and a couple I'm working on as well. My current maps thread can be found here:

http://www.maxminis.com/forums/topic.asp?TOPIC_ID=12331

I am also working on a Spider Cavern map with entangle effects all over the place (thanks to SilentG's EC scenario for the idea) and I'm trying to get a Battle Gauntlet Arena to work as well.

R~

p.s.: please copy posts to this new thread.

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Caracas Venezuela

02/08/2006 9:09 PM  
As you have an icy maps why not bring a Desertic Map?

Lots of sand, sand banks (difficult terrain), one oasis (+1 to attacks there), Big bones fossile As blocking terrain, Big rocks as blocking terrain too, maybe a destroyed caravan and many skeletons in the floor.

Could be excellent for many burrowing miniatures! The bulette could be great here.

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Adelaide

02/08/2006 9:47 PM  
(copies)
The sewers under Fuedal city?

I would love to see a defending the castle type map, with a battlement victory area.

~~~~

The underground lake & ship ideas sound good too.
The castle battlements one could be archer friendly...

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02/08/2006 9:51 PM  
How about a graveyard with masoleum/crypt "rooms"?

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02/09/2006 12:43 AM  
I would like to see a forested map that has plenty of avenues for fire as well as perhaps a magic circle like effect in the center. Sort of like Stonehende but will shall call it.

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Damien the Bloodfeaster
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Portland, OR

02/09/2006 1:58 AM  
Well, to recap my former suggestions:

1. SYLVAN GLADE: A forested map, maybe in daylight, maybe at dusk, with trees, rock outcroppings, etc. The map would be considered jungle/tangle for the purposes of special properties like that of the Wood Woad. A faerie ring might be a shrine area. Maybe throw in a campfire as risky terrain?

2. THREE-PLAYER MAP: A map with a somewhat triangular appearance, not unlike your Star Trek Gamesters of Triskelion map in general shape, but of course much larger and more complex. The victory area would be either the center or near the wall furthest opposite each start corner. As for the map's theme...maybe a hill with a ruined fort atop it? Or #3, below?

3. SUBTERRANEAN LAKE: A map dominated by an underwater lake, with stone pillars, shallows (difficult terrain), deeps (treat as pits), islands, etc. Fighting would take place around the shores, with possible key strategic points on an island accessed by shallow waters or a bridge. Make it big enough to be a four-player map.

Teach
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02/09/2006 2:03 AM  
I would love to see terrain that can't be flown through. Maybe a corridor or outdoor area with high winds? Or maybe extremely low ceilings so that there's no room to fly. Just a thought. otherwise, keep up the great work!


iluvxtina
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Spain

02/09/2006 5:28 AM  
Castle assault is my favourite idea.

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02/09/2006 10:46 AM  
I like the outdoor idea. Maybe with a lot of trees (similiar to statues for game purposes), stone walls, stream running through a section, large sections of hidering terrain (tangles and mushrooms), and maybe some magic spots like faire rings, dryade grove, etc.

Just one idea.

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RedPixels
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02/09/2006 11:18 AM  
I've always wanted to see something done with a boarding action: combat between adjoining naval ships. I'm just not sure how feasible it would be. I'd be afraid that it wouldn't provide enough cover and that "crossing the gap" would be much easier for fliers than for those "walking the plank." The castle assault idea appeals to me also.


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ChristopherGroves
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02/09/2006 11:23 AM  
I'd like to see a castle ... a small keep ... top view ... towers on the corners, buildings on the outside ... courtyard in the middle. Exit 1 being the front door/gate ... exit 2 being somewhere inside.

Entire battleground inside the keep.

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Zaukrie
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02/09/2006 12:01 PM  
Castle and graveyard are my favorites. Try not to make the graveyard too modern/christian, as many seem to turn out that way in art we see.

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zephyrstorm
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02/09/2006 1:11 PM  
Not sure what exactly the Battle Gauntlet Arena is looking like, but I was thinking of something similar. An arena where exits would only be places that creatures would run to when routing, but couldn't actually exit the game field (clawing at the gates, per say). Partially cover these exits and it'd make some interesting commander placements to get those routed creatures back in action. Make it epic legal too! :D

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forkedmoon
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02/09/2006 1:55 PM  
I thought I remember once hearing some upcoming maps from wizards were going to have transporter spots on them. Well I haven't seen them yet so I'd like to see a map with those (maybe leading to a victory area with only one way out - a kind of cage match set-up)

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Zaukrie
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02/09/2006 2:29 PM  
One of the next WotC maps has lots of transporters on it, supposedly. I think someone said that a speed 8 mini could reach ANY square on the map at any time.

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Luisjoey
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Caracas Venezuela

02/09/2006 2:52 PM  
Maybe a good idea could be the moot keep at the beggining of Temple of elemental evil, a ruined castle could be excellent for gaming outdor with well justified walls and so on.

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simage
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02/09/2006 3:25 PM  
quote:
Originally posted by dariustad

How about a graveyard with masoleum/crypt "rooms"?



I second this request.

http://www.maxminis.com/forums/topic.asp?TOPIC_ID=12270

Draxle
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02/09/2006 3:35 PM  
Not really the theme of a map here, but how about a Hexagon. (or other non-square/retangle map) Or how about a Triangle three sided map for three player games?

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Bert the Troll
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Adelaide

02/09/2006 5:42 PM  
For RPG I`ld love with (a crypt would be fine) with rooms/doors. [:)]

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02/09/2006 6:33 PM  
Firstly, I think it's excellent that you're offering your talent so freely - marvellous work.

As for my ideas/suggestions, I'll repeat some of the others here -
A keep would be excellent. It doesn't have to be the centre of the map, but can. It doesn't have to be the whole map, but it can.
However, it DOES have to have arrow slots that allow targeting from the corner. (Please make sure they provide cover to the square that can fire from them.)

Also, two adjoining ships, (perhaps one large, one smaller?) with water surrounding. The planks between the two ships can be mostly 1 square wide with a single plank being 2 squares wide. Any creature that routs must "jump ship" immediately.

Lastly the entrance to the underdark - a map which is half forest/woodland, and half cavern with tunnels. There can be a rockface dividing line, with half the map being brightly coloured and the other half being dark.
On RPG terms, too, this map would be easily usable.
The map would count as both cave (for cave setup) and woodland (for wood woad and such).


EldritchSoul
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02/09/2006 8:19 PM  
I'd like to see a map where the exit is a trapdoor in the middle of the map

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Daunte
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02/09/2006 9:06 PM  
Think someone mentioned it above. But what i personally would love to see is some type of seige map. Either a castle gate or a small pallisade or just a little outpost. One side protects and the other side has to take the fortification.

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Luisjoey
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Caracas Venezuela

02/10/2006 12:14 AM  
quote:
Originally posted by Draxle
Or how about a Triangle three sided map for three player games?




this is crazy but smart idea, this could resolve 3 players game that always go after 1 of the players then the last 2 resolves.

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zenthrus
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SLC, UT

02/10/2006 1:47 AM  
Add another vote for a Naval map. Ship-to-ship warfare would be pretty fun. Now all we need is a good pirate mini! Yarrr!

Close second want would be the ruined castle/castle siege idea that's been put forward.

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robbdaman
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02/10/2006 11:54 AM  
Desertic Map: This would be an easy one and wouldn't take very long at all. Not too much support for it at the moment though.

Sewers under Fuedal city: I think with the Latham's Sewer map contest there's so many that exist I'd make those last in my Fuedal City design. Besides I have 7 more above ground sections to create for it first. :-P

Sylvan Glade: Would be an easy design as well.

Three Player Map: This one pops up every once in a while. I've looked at trying a triangular map in the past and it's hard to make it look right. Might be worth another shot. Making triangular movement wouldn't work though. There's no rules for it in either DDM or RPG.

Subterrain Lake: Good concept for a multiplayer map. May look into this later.

ROBHenge: OC's King of the Hill map is so close to this I'm not sure it'd be worth it for me to make one.

Unflyable terrain: Trying to think of how this would work. Could be interesting.

Castle assault: Seems to be a popular option. I'll have to think more on it.

Graveyard masoleum/crypt: Another very popular option. People obviously want more than the Peregrine Queen offers.

Ship to Ship: A cool idea and I've thought about a ship attacking a beachhead before. Something to explore more on.

R~

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02/10/2006 12:20 PM  
Hey Rob,

A while back I posted a league scenario called "Into the Arena" on Merric's site. If I send you a copy of it, would you consider making a proper map for it?

It'd give you a good idea of the type of Arena map that I think would make for some great battles. It'd also give you a slightly different style to play if you've got a regular play group.

Regards,

Z

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02/10/2006 1:00 PM  
The problem I've had with ship maps is that in order to make sure that there's no gaps less than two tiles wide the ship has to take up so much of the map that there's not much room for anything else.

You can see what I mean on a couple of the old ship maps I have at the bottom of my website.

It'd work better without that fake perspective effect I did on the stairs, but at the time I thought that looked really good, and in RPG use there's very few large pirates.

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Portland, OR

02/10/2006 2:44 PM  
Well, if we're talking non-tournament-legal maps (and we are), there's no reason why you couldn't take a page from the Hellspike Prison supplement and simply make a map where there are spaces that require Large+ sized creatures to squeeze.

The ships locked together thing is fun, but it might also be interesting to just have a single large ship. That would be more useful for D&D, certainly.

But useful as they are, I stick with my earlier post for my top 3 requests.

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02/11/2006 10:34 AM  
This isn't really well thought out but...I'd be interested in something with open areas connected by doors and corridors making several restricted lanes so that obtaining victory points is a whole band commitment.

I'm just looking for a map that affords a number of different ways to win but requires some definite commitment to which ever stratagy is chosen.

- deleted diagram -

(With two edits I can't seem to format the above to display correctly)A and B start areas are in the open, A on the left and B on the right.

Top of map to the left of B is a huge set of doors that blocks line of sight but allows large creatures to pass from B open area to A open area with a little cover from doors.

Center map is another open area-to-open area transition sided by walls and a chicane. Might consider bringing a choke point down to single square passage.

Center to bottom map is an enclosed corridor. The "x" in the wall allows small and medium creatures to pass.


Just a thought.

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lalato
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02/11/2006 10:39 AM  
I would love to see a map that could represent ship to ship combat. :)

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taliesin
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02/11/2006 3:22 PM  
I'd love a single ship and either a wharf or beach. You could seperate water into two shades (shallow and deep) with shallow watewr being difficult terrain, and deep water being impassible like a pit. Side A starts on the ship, Side B on land, with a shared exit around the middle of the board.

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Vry
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02/11/2006 7:20 PM  
Since so many people are mentioning ships, I decided to dig up my old unfinished ship vs. ship map and give it another try.
http://www.magist.com/ddm/DDM%2016%20High%20Seas%20of%20Surin.jpg

Instead of having the fight occur all above decks and having to deal with the stairs and squeezing, each ship now has interior areas.

Certainly not perfect, but better than nothing.

taliesin
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02/11/2006 7:37 PM  
Sweet!

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