With a new expansion due out in a few weeks for big blue, I wanted to pay homage to one of my favorite Silver Age concepts, a cube-shaped earth. Here on Square Earth everything is backwards.
The inherent problem of designing maps on a square grid system is that the grid forces your art into a restrictive 90 degree left-right mindset. You tend to start lining up everything on right angles and parallels. This map was so fun to design because every element forced me to get out of that 90 degree mindset. Of course the terrain coding brings it back from being too non-linear.
It was a fun to represent the three visible sides of the square earth as well and the following rotated images will help you see each respective side, right-side-up.
The map had three levels of elevation. Elevation 1 is the sides of the buildings on the left of the earth cube. Elevation 2 is the ground level on the topside of the earth cube and Elevation 3 is the tops of the buildings on the topside of the earth cube.
The special terrain will have the following rules. "Special Terrain is considered adjacent to any elevation level it borders. All successful attack rolls to a target occupying Special Terrain cause knockback. " The logic behind this is that space should be void of elevation and I like the idea of permanent knockback representing the lack of gravity.
As always, thank you for reading and stay tuned to this site as we have a huge announcement coming up!