Yeah, I couldn't resist that.
It's tough to visually represent a floating city without showing the ground below. Top down maps utilizing a square grid system have some inherent issues with a lot of locations I want to represent. Those typical bubble cities, like Atlantis or Gorilla City are difficult to pull off. Get to close to the city interior and you don't get to see the city boundaries which is where the magic happens. The same thing applies to your floating cities. Without seeing the transition from air to ground, you just can't tell its above the earth.



This map has a lot of different terrain elements crammed in a very tight space. I can't wait to print this bad bear and try it out. In the meantime, send me your thoughts on what the special rulings should be for the orange area.
Thanks for reading and I'll see you guys again in the next few days.
I would say the special ruling should be-- A non-flier knocked off of Orange Bordered elevated terrain is dealt 2 unavoidable damage. The affected character is then immediately placed back on elevated on the last square he was knocked off of and given 1 token, (to imply "climbing" back up). If given a second token, no pushing damage is applied.
ReplyDeleteAnd by the way-- AMAZING map!!
Looks Good Brudda Dave.
ReplyDeleteThe Ground Distance Effect Works.