
My corner of the world had two venues about a mile apart from each other: one a dark, dusty bookstore that dripped nostalgia, the other one was bright and modern and ran by the local hipsters. I am the judge at the hipster venue.


Oh that's right! You asked for it. Wait, you demanded it. Another map has been professionally printed and we're all about to get soaking wet!
Break out your blue skinned mermen and regal fish-boys. The Atlantean Throne Room and The Rayship have been printed on a double-sided machine folded map.
There have been a few tweaks since these designs were first previewed. These two maps were playtested and from feedback I have made some minor changes.
On the Atlantean Throne Room, the side room with the weapon's table has been replaced with another water chamber to mirror the opposite side of the map.
On The Rayship, two internal walls have been added to break up the line of fire between the left side of the map and the right side.
The water terrain lines on the finished product came out a bit more purple than blue but you can still definitely tell what's water on these maps.
With two maps available, I had to change the pricing structure so that both maps could be purchased together with multiple quantity options. It basically works out that one to three maps costs the same as it did before.
This map is already in hand and ready to print. So order one today. Don't forget to order a Dark Alley map as well and save on shipping!
Thank you for your support!
-CL
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.
The buzz saw hall lacks any hindering or water terrain; there are no obstructions to movement. But the hall is only one square wide and the blocking maze cuts off any chance of long-ranged combat. You take this path and you can get thru at full speed but you need to be wary of what bruisers your opponent could send your way.
The shark pit hall is very open for ranged combat however without any fliers, it will take a few rounds to get from one side of this hall to the other.
