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		<title><![CDATA[Latest posts for the thread "Guide to create map/ terrain"]]></title>
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				<title>Guide to create map/ terrain</title>
				<description><![CDATA[ Hi all<br /> <br /> 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:<br /> - balanced (obvious)<br /> - diverse (not the same layout) but still balanced<br /> - fit better or worse different game modes (just kill each other/ objectives/ etc)<br /> - any design rules? (e.g. since the usual moving distance is 6", you can kinda scale distances to 6 inches etc).]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2017 02:23:44]]> GMT</pubDate>
				<author><![CDATA[ Ablomis]]></author>
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				<title>Guide to create map/ terrain</title>
				<description><![CDATA[ Not that I can think off..<br /> <br /> I find what tend to work best, is either have a 3rd party set it up.<br /> <br /> Or just generally take turns with your mate to place pieces <br /> <br /> That being said the most fun I tend to have is on Themed battlefield (while generally not balanced, helps that narrative)]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2017 04:04:41]]> GMT</pubDate>
				<author><![CDATA[ GodDamUser]]></author>
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				<title>Guide to create map/ terrain</title>
				<description><![CDATA[ Pointers:<br /> <br /> Set your "city block" grid at an angle if you aren't playing on premolded <span class="glossaryitem" onmouseover='gp(50);'>GW</span> streets. Looks better. <br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Roads might not do anything in the game, but they look great.<br /> <br /> Set up battle damage logically: pick out a target for the strike and add craters and rubble accordingly. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Some of my past tables that I think worked well:<br /> <a href="http://68.media.tumblr.com/8957776a740b83d2933d42282b7b1497/tumblr_nw3yar20vH1rpmlmyo1_1280.jpg" target="_blank" rel="nofollow">http://68.media.tumblr.com/8957776a740b83d2933d42282b7b1497/tumblr_nw3yar20vH1rpmlmyo1_1280.jpg</a><br /> <br /> <a href="http://68.media.tumblr.com/b8ee7b017dff12f4077565c12fd3ce58/tumblr_o12x62ZkGj1rpmlmyo8_1280.jpg" target="_blank" rel="nofollow">http://68.media.tumblr.com/b8ee7b017dff12f4077565c12fd3ce58/tumblr_o12x62ZkGj1rpmlmyo8_1280.jpg</a><br /> <br /> <a href="http://68.media.tumblr.com/e5511aea51335153b6a5c09eaacd4fe4/tumblr_o75i92up0e1rpmlmyo4_1280.jpg" target="_blank" rel="nofollow">http://68.media.tumblr.com/e5511aea51335153b6a5c09eaacd4fe4/tumblr_o75i92up0e1rpmlmyo4_1280.jpg</a><br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2017 06:26:34]]> GMT</pubDate>
				<author><![CDATA[ pigasuspig]]></author>
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				<title>Re:Guide to create map/ terrain</title>
				<description><![CDATA[ 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. <br /> This is, of course, without any fortifications bought as part of a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>, and the opponent can arrange one or two previously placed terrain models to accomodate for the fortifications if so desired.<br /> 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.<br /> <br /> Never had a foul run with this.]]></description>
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				<pubDate><![CDATA[Mon, 3 Apr 2017 07:55:02]]> GMT</pubDate>
				<author><![CDATA[ Lord Xcapobl]]></author>
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				<title>Re:Guide to create map/ terrain</title>
				<description><![CDATA[ Use logical connections between terrain features]]></description>
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				<pubDate><![CDATA[Tue, 4 Apr 2017 07:51:08]]> GMT</pubDate>
				<author><![CDATA[ judyeast]]></author>
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