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Florentin

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Posts posted by Florentin

  1. 47 minutes ago, Xaltotun said:

     

    Ok, but don't you think that since the chevals and stakes are inside 'walkable' areas, this could create confusion?

    You are right ! I think I'm going to add spikes on the hill to avoid confusion on walkable areas(between "chevaux de frise" & already fit spikes).

    But I still think that on foot character could walk across the spikes but that would cost extra cost (1 gem).

    • Like 1
  2. 22 hours ago, Xaltotun said:

    While trying to print the map, I realized that maybe we can have some problem on Yasmina mound.

     

    Please, check this first image: if we don't use the "cheval of Frise" and the stakes as borders between 2 areas, or as particular areas (for infantry only) that separate normal areas, what could happen?


    Look at the hypothetical movements of 3 different mounted figures in a single turn:

     

    59f8a39d69bb0_BattleofthemoundsfinalV1areascircles2.thumb.jpg.eb98cbe73b84ed23f7e77707d4ccf6c1.jpg

     

    Even writing down special rules concerning the presence of stakes in an area, don't you think that a player could be confused about?

    So I imagined this kind of solution:

     

    59f8a42b0e5af_BattleofthemoundsfinalV1areascircles1.thumb.jpg.d95090d1f090c841be88d94e256e6f42.jpg

    (It doesn't matter if the perimeter of an area doesn't follow the pattern of the stakes)

     

    I hope you can see the arrows and the new (red) borders, enlarging the images.

    What do you think about?

     

    When I did the map, I consider that the  only path to reach the hill top was to pass behind the monolith!

    After we can imagine that men on foot could go through the "cheval de frise" and climb straight on from the monoliths field (but by moving slowly so there would have additional cost of 1 for this action).

    Maybe I could add spikes in order to avoid  there is a misunderstanding and then that the 3 access you propose be suppressed !

  3. 22 minutes ago, Primeval said:

     

    Very good question - I specifically had mine done in 32mm to match the Conan game. David's own stuff is usually around the 32mm size. i just put one of the Death Dealers beside N'Gora and he is a little bigger, but he is about the same size as the base Conan miniature.

     

    When I watched the site I thought miniatures were 28 mm!

    This is a very good news !

  4. 13 minutes ago, Arthadan said:

     

    I think you said you had some issues resizing the map to be exactly 90 cm (now it's a bit more than 90 but less than 91). When doing so, I ended up with a size of 90 x 77'something. So I decided to change the 77'something of 75 because I like one numbers.

     

    So, shall we leave it as it is, resize it to 90x77 or to 90x75?

    I understand! I see no problem about resizing if this no impact the size of the whole elements! Because if not, I'm afraid we reduce some spaces between monoliths and so on!

    If you want a size of 75 I can cut margin of the map! Some details would disappear because 2 cm will be removed ! But that would not be critical!

    I prefer to do it myself because I have all the layers on my gimp model! If I start from your model I will lose them!

    Moreover, area drawings are done with ArtRage 5 and so I will lose the capability to update them!

    But If you want to play/work with the map for test I could send you the gimp model but without areas & small circles.

    In fact, small circles are added under the gimp as last treatment after ArtRage !

    If you have Artrage I could send you the paint with the different layers too! But Demo ArtRage doesn't work because big map as our need the purchased version of ArtRage!

     

  5. 5 hours ago, Arthadan said:

    I've resized the map to 90x75 cm, it looks like this:

     

    image.thumb.png.6b0c3f763658d236d75cbeae7f727020.png

     

    @Florentin if you think it's a good idea, I can send it to you so you can upload it.

     

    By the way I've made a post on the Facebook Conan Gaming Group about our campaign  yesterday and we have 67 likes already!

     

    :ambidextre:

    Why do you want to reduce the map @Arthadan

  6. Hi guys I have done two new maps!

    The first one was an update of the classical one that we know well now ! I added the update proposed by @Xaltotun

    map_botm_final_V0.thumb.jpg.d1c33498184634ddaac7bba041032b49.jpgmap_botm_final_V0_Number.thumb.jpg.dbaa27e756706207fc416cdd15a2ac9e.jpg

     

    The second one was update of a new one as required by @Arthadan ! I added the update proposed by @Xaltotuntoo!

    A new area was added in addition of the update, the 84 near the 30 !

    map_botm_final_V1.thumb.jpg.a336abf02c52c0b6e1c7bb54890317ed.jpgmap_botm_final_V1_number.thumb.jpg.b02ad34a294ea415afc8e43bf4290cfb.jpg

    • Like 1
  7. 14 hours ago, Xaltotun said:

    GREAT WORK, GUYS!

     

    I hope it's not to late to suggest a small change on the upper mound:

    My suggestion is to divide the top of the hill so he monoliths could have some use. In a previous post @Florentin, I guess, reminded us that doom shot his snake arrow from that top and there was no point for allowing it to foot men only: so I just enlarged a bit the mound circle and divided in to, following monoliths line. Please, see the red lines.

     

    what do you think?

     

    Please, do not consider the white circle on the top, I enlarged it in red.

    Version A

    IMG_3847.JPG

     

    Version B

     

    IMG_3847.thumb.JPG.ae95ef5450513eaeed41a0d86094fd41.JPG

    I think version B makes more sense.

    Check the points of sight on the mound, please. I also created a new area beyond the ridge.

    Whats'your opinion?

     

    ps. Please, apologize my rough work: not so easy by my tablet! 😥

    Know @Xaltotun, It would be never too late !

    I will always adapt the map as we like in order to improve fun and pleasure to play the scenario !

     

    I modify the map !

     

    • Like 1
    • Thanks 1
  8. 37 minutes ago, Xaltotun said:

     

    What do you think on dividing areas 7,11,74 this way? The cheval of frise would effect both 7 &74 and it obly the horsemen to spend a movement point more to go from 74 to 7, via 11.

     

    does it make sense? 

    IMG_3848.JPG

    You are right !

    • Like 2
  9. @Arthadan has you can see some area borders are deleted when shadows, or bushes hit them! 

    In fact, I found this more beautiful !

    But if you prefer to have them I can print you a specific map with all the borders!

    In fact, I used many layers with ArtRage to draw the areas and I kept a full version of the borders before to delete them when the shadows & bushes hit them!

    :dwarf:

     

    map_botm_V5_with_full_areas.thumb.jpg.9d24fbc31ddc0f0425add658ecc2c0ca.jpg

    • Like 2
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