Switch Theme:

Guide to create map/ terrain  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




Hi all

Are there any good guides on how to create maps? I was able to find something like "terrain should be 25% of all space". But are there any good guides on how to create maps which are:
- balanced (obvious)
- diverse (not the same layout) but still balanced
- fit better or worse different game modes (just kill each other/ objectives/ etc)
- any design rules? (e.g. since the usual moving distance is 6", you can kinda scale distances to 6 inches etc).
   
Made in au
Infiltrating Broodlord





Not that I can think off..

I find what tend to work best, is either have a 3rd party set it up.

Or just generally take turns with your mate to place pieces

That being said the most fun I tend to have is on Themed battlefield (while generally not balanced, helps that narrative)
   
Made in hk
Fresh-Faced New User




Pointers:

Set your "city block" grid at an angle if you aren't playing on premolded GW streets. Looks better.

Make different parts of the map different from each other: dedicate an area as Open Space; an area as Built Up, an area as Forest, etc.

Use logical connections between terrain features: Forests grow near rivers, or on one side of a hill. Buildings are there for a reason: road juncture, mine, agricultural operation, landing pad, etc.

Even if you don't have proper models for main features like these, use simple things as though you did: put a large walled yard behind a large building like a factory. Or, use small wall segments to make gardens next to house-sized structures.

Have a few of your difficult terrains close with the edge of the table, but otherwise leave space. Similarly, have a few pieces flush next to each other, but otherwise leave gaps large enough for tanks to move through.

Don't separate deployment zones with a very difficult obstacle (like a river). Don't separate the battlefield into halves with a river: isolate 20-30% only.

Roads might not do anything in the game, but they look great.

Set up battle damage logically: pick out a target for the strike and add craters and rubble accordingly.

Set up trenches in a logical way, to defend something (even if it is implicit, off-board). Remember that lots of trenches are for communication and moving around reinforcements, not just defending the front line. Trenches don't have to defend one player's side: they can be old or abandoned, cutting across the field at an odd angle.

Photograph your tables so you can learn from them. Also, you can do linked games on a larger "map" by shifting your old terrain to one side and arranging new terrain in the new direction.

Some of my past tables that I think worked well:
http://68.media.tumblr.com/8957776a740b83d2933d42282b7b1497/tumblr_nw3yar20vH1rpmlmyo1_1280.jpg

http://68.media.tumblr.com/b8ee7b017dff12f4077565c12fd3ce58/tumblr_o12x62ZkGj1rpmlmyo8_1280.jpg

http://68.media.tumblr.com/e5511aea51335153b6a5c09eaacd4fe4/tumblr_o75i92up0e1rpmlmyo4_1280.jpg




This message was edited 1 time. Last update was at 2017/04/03 06:28:08


 
   
Made in nl
Boosting Black Templar Biker






A very simple thing I do, is to set up all the terrain in advance. Then I allow my opponent to choose which side will be his deployment zone.
This is, of course, without any fortifications bought as part of a CAD, and the opponent can arrange one or two previously placed terrain models to accomodate for the fortifications if so desired.
By using this method, I can set up the terrain thematically (either cityfight, or jungle, or rocky desert, etc), and as dense or open as I desire. Usually, one or two items such as hills or (big) buildings per 2×2 feet section of the board, more if we're talking about smaller scatter terrain.

Never had a foul run with this.
   
Made in us
Fresh-Faced New User




Use logical connections between terrain features
   
 
Forum Index » 40K General Discussion
Go to: