I will apologize in advance for the cornball Guns N Roses joke that is about to happen. Last Monday I posted the toughest working environment in the cosmos to commemorate Labor Day. This week I take you up to Paradise City where the grass is green and the gaming is pretty.
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 leads to game mechanic issues. How do you represent an area where clearly no non-flier can exist? I've opted for the easy way out with the poor man's fix... the orange terrain line.
In the last post I mentioned my hatred of blocking terrain and yet here I'm showcasing it. The five sculptural monuments are blocking terrain. I jumped between the idea of either making them hindering or blocking but in the end like the tight spaces they create.
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.