Rekkon has put a lot of work to transfer some Robomaps layouts into Tabletop Simulator. Looks awesome! If you play digitally and use the program, it's definitely worth checking out his workshop page on Steam! https://steamcommunity.com/sharedfiles/filedetails/?id=3416559795
The new biome is going to be a Racing Arena! There has been previously one-sheet arena maps and two-sheet arena maps, now it's time for a full 4 sheet arena! The map doubles down a racing track you can use to run around, depending on what you want to do with it! There will be 2 versions of it: the arena during the day and the arena during the night, having different light. Thanks for a fantastic idea Tristan!
I'm posting new winter themed urban map! Pay attention to labeling of hexes, as the variety of building heights here is huge and it's easy to get lost here! Also, there is this huge objective like building on sheet A with enormous height of up to 25 levels! Building density differs from map to map, but sheet B is the least urbanized while sheet C is almost fully covered in concrete and structures!
I've been working on a project for Griffin/Krister! It's a winter city map with a lot of streets and buildings of varying sizes! The layout here is quite complex, as buildings have a lot of different heights and levels of durability to them :P It's pretty highly urbanized and dense too!
I'm back! It was a very nice trip. I'll be posting a rather simple map pack for Grasslands biome - Grassland Fields. It adds 2 sheets with very open layout of limited map features, and 2 grassy coastline sheets you can use to connect Grassland with Sea/Ocean themed maps!
I'll be away for a little while, coming back at january 10th, so there will be a bit of a delay with posting the next map pack! No worries though, I will still make 3 sets during january! :P
I've made this map in normal version and the version with white hexes. White hexes are clear to read but they look a bit overwhelming, while the standard version is subtle but less readable!
I know that space maps are not for everyone, so I have a proposition to make it interesting to use also as this odd and very extreme ground map! :P
My proposition here is to make it possible for ground units to cross the empty space by retaining acceleration! For example, if you decide to walk 3 hexes and end your move on a space hex instead of a steady ground, you would float in the next turn in the same direction you were floating into with a distance the same as the movement you've chosen - unless you hit the solid ground again, then you would be able to stop.
If you do not end this floating movement by stoping on something of the same level of height as you started, you will simply continue to float and be unable to change your direction, potentially ending up by going out of bounds if you hit the map edge!
It would allow to jump from "island" to "island" and have this slippery ice type of movement which could be pretty interesting to use. Just throwing ideas!
I wanted to make something special for the end of the year, so I made a space map with floating ice asteroids and a huge magma planet in the background!
I've sticked to Earth-like biomes recently, so I thought it might be a good idea to make something more alien looking this week. I'm working on a muschroom themed map! I've done one before a very long time ago, but to be honest I'm not too happy in how it ended up looking back at that biome, so I've tinkered a bit on the theme and made it differently this time. I'll be featuring new hex type on biggest of muschrooms - you can pick if you want to stay below a giant mushroom or on top of it giving the hex dual usage.
I'm posting Snow Town biome! I hope the layout here will be fun to use. Buildings on top of higher elevated area, in comparison to the ground level are so high, they should serve as those big line of sight blockers, while the lower area has a lot of small forests you can hide or even shallow lakes you can use to hide.
I've made a pool on discord recently, what type of biome people would be interested in next, and people overwhelmingly voted for an urban biome. The second map biome voted was a winter theme, so I combined the two and made a winter city layout. The city is less dense than some other urban maps I've made, but it features more varied natural surroundings and different height levels of the terrain, so I think this setup should be interesting to use.
The map set is not perfectly modular, but you can still connect those sheets differently with each other, getting some varied combinations.
I'm posting Wasteland Cove! I hope this layout will be fun to use - high cliffs near the sea should make it much harder to get into preferable positions if you're on the ground level / sea level. There are also spots with deep water when you can easily submerge and prepare an ambush!
I'm working on a final map pack for Wasteland biome! This will be another coastal map, this time with sheer cliffs near the water and some dilapidated buildings. Along with Wasteland Coast you will be able to make both closed and open sea layout. It took some bonus tinkering on cliffs by the sea, but the map is also compatibile with land part of Wasteland biome, so you can always put a land-based hilly sheet near the coastline you see here. I hope those 3 sets will work fine as a biome for interesting scenarios
After some discord talk it seems there was a visibility problem with Night City because of dark hexes layout on top of dark map - hex numbers were hard to read and in some places it was tricky to see where the separation line between hexes is.
I'm uploading alternative version where hexes are grey - not too distracting but easier to read.
It's just a quick edit, I will be starting to work on a new biome tomorrow - it will be promised Wasteland biome expansion! :P
I've made the image in the most tacky way I could think of! I'd greatly appreciate if you join the discord and share your feedback and thoughts on maps, maybe share some images of sheets being put into use! :P https://discord.gg/cwu26bCV9G Thanks!
I'll be putting all map previews in map-previews channel, so hopefuly it will make those a bit easier to browse and keep a track on!
I'm posting Toxic Caverns map pack! I hope it's not too confusing, but I left magma labels on toxic acid hexes, because I would like those hexes to act just like magma in terms of rules! But as for visuals and fluff around it, I want it to be pits full of corrosive acid!
In most cases you can move around those, but because of how narrow tunnels are, there are also some flooded sectors where you will need to force your way through the acid or avoid it. There are also a lot of spots where you are in a vulnerable, where the enemy can push you into the acid if you are not careful!
There are some mineral/metallic formations sticking out of walls serving just like forests and providing you with cover. But I've also placed some plantlife on some hexes - there probably shouldn't be any in enviroment like that, but I wanted to give the place those underground toxic jungle vibes.
I hope this pack will be fun to play! I do not do underground maps that often, but I think limiting movement to tunnels and caves is a nice break from regular open terrain every now and then!
I'm working on a new underground map. This one I'm making a green tunel network with pools of melting, corrosive acid. Initially I was thinking about lava filled caverns, but in the middle of doing this biome I changed the idea to make something different. However I'd still like acid hexes to act like magma and be very hazardous.
I was also playing with the idea of making sometime in the future a connector map set joining this underground layout with the outworld - transfering underground map with walls into an alien toxic jungle on a ground level!
I'm working on the expansion for the recent Wasteland biome. My plan is to make 2 packs for this biome - the one focused on the land area, and the other one expanding the coastal/shore part of it with sheer cliffs and possibly some structures we talked about with Manuel in the comments some weeks ago.
I'm starting with the land based area - it should be compatibile with A, B and C sheets of the Wasteland Coast letting you make half water based / half land based sheets arrangements, which may be interesting in terms of scenarios.
Next week I will work on something fully different, unrelated to Wastelands, but I will get back to it by the end of the month with another set, because I would like to increase the list of biomes with a lot of cross-compatibile map packs - so far those are mostly grasslands and winter themed maps and to some extent deserts. Also ferrocrystals and blue planet in terms of more alien worlds.
This Verdant City version has less labeling - pavement and roads are not marked and there are no buildings here - just slots where you can put some 3d building models of your choice. The map is mostly flat, but forests, sublevels and water are marked.
I'm posting Verdant City biome in two versions. To make things a bit more tidy, I'll post the other one in a separate post. This version is the city including buildings and a bit more labeling - roads and pavement are marked hexes.
This is a new urban biome! This time with a lot of greenery and sand and very wide roads. The layout is idea of one of patreons: Nesutizale! It was a blast to work on the city. I'll be uploading sheets in a few days, in two versions: with buildings and as a flat board where you can use 3D terrain if you want to!
I've forgotten to upload finished Wasteland Coast biome and uploaded only preview of the pack last week. I'm posting delayed maps now - I hope those will be fun to use!
I'm posting Temperate Forest biome - hopefully it can serve as the baseline grassland map pack to either connect with different stuff or work as a standalone generic biome.
Browsing through different map packs, I caught myself on that despite making a lot of connector packs compatible with grasslands, there isn't a pack that you could treat as this "base" biome. Most grassland themed maps feature mountains of one sort of the other or are dual biome maps transitioning grasslands into something different.
So I've put some work into this one, to make it this most vanilla and generic grassy map pack - lots of forests and trees and just a couple of low hills.
This will be a dry, arid coastline with some islands sprinkled in the waters. Unlike most maps, this biome will be somewhat less modular but if in the future I add more wasteland biomes of this type, possibly a land-based part of the biome, it should connect fine to the left and upper sides.