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3D Heroclix Map

Started by BentonGrey, April 11, 2017, 09:23:13 PM

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BentonGrey

Howdy folks, I'm really surprised I haven't shared this here before now because I'm sure that some of y'all will enjoy it.  Two summers ago I got sick of feeling stifled by the limitations of Heroclix, and in the footsteps of beautiful madmen like this guy:
https://toychop.wordpress.com/2011/05/09/customizable-3-d-heroclix-map/  (Be sure to check out the links to his other maps.  They're amazing)
I decided to create my own 3D map, much simpler, much smaller scale, but still something that would allow this game to play like I always wanted it to.  I wanted 3D objects and structures to go with the lovely 3D game pieces, and I wanted a greater variety of maps.  The 2D maps were just too limited and too difficult to get.  I also wanted to add more depth, literal and figurative, to the gameplay, so I began work on my own version of a modular 3D map, cutting corners everywhere I could imagine because I'm not quite so insane and don't have anywhere near the free time as the fellow above.  Here is the result of my efforts:
https://www.facebook.com/media/set/?set=a.10100527104909749.1073741830.41801997&type=1&l=ab6d7c5f34


An overview and a closeup of one of the buildings, which the incredibly talented Lady Grey kindly agreed to decorate.

Closeup of the action, with the God of Thunder about to get beat down and another overview.

These pictures are from early on, before I got the model trees and other odds and ends (including a 3D bridge I built) that I now use.  I've also rebuilt the map since then.  The pieces curled and warped because I used only one sheet of foam board, but this last summer I went back and created double-sided pieces out of two sheets, expanding the possibilities of my board and increasing the quality of the pieces.  My next steps are to build a mountain so I have some more elevation options and to create a larger, multi-part building.  I've got the building's pieces mostly designed and cut out, but I've got to paint the thing and put it all together.  I'll probably do both of those this summer. 

As part of all this, I've created a range of houserules to improve the gameplay and add more tactical options.  One of my driving concerns is to free up the action, create a more dynamic playing experience, and encourage usage of the maps.  All the 3D objects are really nice because we can actually do some LOS targeting and the like, and the buildings add a lot of neat options. 

Here are some of the house rules.  These are largely still in flux, and I'd love feedback if anyone has ideas.  Eventually I'm going to codify these, print them up, and make playeraids out of them.

Most significantly, instead of two action tokens, I've moved to a 3 system.  Essentially, this just adds and extra action, and everything works as normally otherwise.  You get pushing damage/have to rest at 3 instead of two.  Incapacitate and similar abilities add 2 action token instead of 1.  I've found this makes games much quicker paced, allows for more action, and leads to a more dynamic gameplay.  Also, characters with Indomitable or Willpower aren't nerfed, because that extra action still really helps.

Other Houserules:

  • The board is divided vertically into 4" segments of elevation.  I've got flight stands at 4" and 8", and buildings are 8". 
  • It costs one point of movement or range to go up one elevation increment.
  • Characters must be on the same level to melee.
  • Falling damage is 1 click per level.
  • Hindering terrain costs one extra movement point instead of stopping you
  • Water costs +2 movement unless you're aquatic.
  • Almost every object on the map can be a weapon, a tree, a statue, a car, etc.
  • Ranges for thrown objects are increased: 8 for light, 6 for heavy.
  • Objects only provide cover when logical, i.e., a car won't provide cover if you're standing on it, even though you're technically in a 'hindering terrain' space.
  • Characters with super strength can burst through walls and keep moving.  It costs half their movement.
  • Buildings can be collapsed if 8+ spaces are destroyed.  This does 4 (maybe 5?) clicks of damage to those inside.
  • Characters that get knocked back can travel through objects and buildings, taking an extra click of damage for each item passed through
  • Buildings have no back doors

Rules I'm considering/experimenting with:

  • Perhaps elevation should grant a range bonus?  +1 per level?  This might make flying characters too powerful, but I find that the range degradation from being on top of a building is problematic.
  • Flanking a character grants a +1 attack bonus.
  • Outwit removes one level of defense rather than canceling it entirely?
  • Aquatic characters get a bonus in water, maybe +1 defense and/or +1 movement.
  • Misses with thrown objects result in the object continuing along its path to the max range, being placed by opposing character.
  • Characters can give up their action to enter Op Fire mode, allowing them to take a shot when a character moves into range, perhaps at a penalty?

What do y'all think?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

spydermann93

That's really cool, Benton! Looks like tons of fun to play on! I haven't really ever gotten to play a legitimate game of Heroclix, so I can't help much on the rules part.

Did you make all of the buildings yourself (with the help of Lady Grey, of course)? :o

BentonGrey

Thanks Spyder!  I appreciate that.  It took a lot of hard work, and I'm pretty pleased with how it came out.  I need to get pictures of version 2.0.

Yep, all the buildings, all the map tiles, and now I've added a few other little odds and ends, like the bridge I mentioned, as well as a fountain, a statue, and such.  I'm trying to come up with some nice interior objects for the buildings that I could make.  I've already decided to make a bar and maybe a big desk, but in general, I want them to be a bit more interesting inside.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

spydermann93

For entering the buildings, do you have it to where characters can only go through the doors (and windows?) and the open side in the back is pretty much only for being able to look inside and move your pieces?

Deaths Jester

...you have way too much time on your hands.....
Avatar picture originally a Brom painting entitled Marionette.

BentonGrey

Haha, I wish.  During the summers, this helped me keep sane as I worked on my doctorate.  I'd spend a few hours doing mindless things in between mountains of reading.  :)

Yep, Spyder, that's it in a nutshell.  The bigger (3 story, 3 horizontal section) building I'm working on will have side entrances and street-level windows.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Also, because I streamlined the process and cut a lot of corners, it actually didn't take nearly as long as you might think.  I did most of the work in a week or so.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

UnkoMan

Oh, but it's neat! I love dioramas.

I read this and just thought... what if going down a level doesn't cost range (but going up would)? For example, if I was on top of a building and dropped a rock directly below me, that takes no effort. If I throw it, it still only goes the distance I can throw it. Throwing a rock up onto the building from the ground requires more effort. Does that make sense?
But I don't play heroclix, so I don't know how that'd work in regards to mechanics.

Reepicheep

That cruise liner is not going to get much business on that little lake.

BentonGrey

Thanks Unko!  I appreciate that.  :)

I've actually added new images of the second version of the map, map 2.0, as it were. 
http://imgur.com/a/sPUKI

And, interestingly enough, your idea is precisely what I've come up with for the elevated range issue.  There is no penalty for descending range, only ascending.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

UnkoMan

Ha, there you go. The most logical choice prevails.
I assume you must have seen this at some point, also?
https://toychop.wordpress.com/2010/05/10/bad-neighborhood/

I saw this years ago when I was in a look up a bunch of miniature maps phase. Might be a little more intensive than you'd like to get though!
Anyhow, great job!

BentonGrey

Haha, I suppose so! 

Yes indeed!  That fellow's site is actually what inspired me to do this.  I've coveted that double-decker map for years!  Maybe one day if I live to be a 180.  :P  I really love the underwater section.  So cool!  I've toyed with the idea of making a low-rent version of that with just flat pieces and some type of thick underlayer, maybe just Styrofoam.  I haven't got it figured out yet, though.

Thanks man!  It really adds a lot to the game. :D
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/