I also wanted to toy around with map dynamics not yet explored by mainstream companies. Sometimes I'll start working on a map and think "Why does elevated terrain always needs a way to it?" This is seen in the Martian Clock Map. Conceptually, that clockwork structure is floating. So why should a non-flier be able to get up there automatically? Mainstream companies have the obligation to create a balanced playing field as the makers of the game and shepherds of the gaming experience. I don't have that hindrance. I have the luxury of designing playing fields that are not shackled with the burden of being balanced for both players.
And that brings me to my next map, Warrior Island. With Brave & the Bold having so many island-hailing warriors in it, I felt this next map was appropriate to complete. It's been sitting half-finished on my hard drive for easily two years and I felt it was time to finally clean this one up.

With this map, I wanted a map that gave a stronger advantage to one side (the island defenders) than the other (the offshore attackers). Here the defenders have quickest access to the elevated and blocking terrain. The attackers are saddled with nothing to obstruct any line of fire to them and start off with a movement penalty for being in the water. There is only one measly square of hindering terrain, the idea behind this is that it gives the defenders home field advantage as the attackers have no place to hide from the island natives.
Of course, I have to now shell out the cash to get to Kinkos and print this baby up. Hopefully by the weekend I will have my 600 point Amazon army taking on Darkseid and his parademons.
Next week, we'll revisit an old classic.
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