View Full Version : Summon the Helicarrier!
WizKidsNECA
07/11/2011, 21:20
<img src="http://dl.dropbox.com/u/80851/HCRealms.com/201107/map_helicarrier_1.jpg" width="200" align="left" style="padding-right: 5px">Today we pay a visit to the flying fortress that serves as the headquarters for the Strategic Hazard Intervention Espionage Logistics Directorate. That’s right! We are proud to present the latest battleground for all of your amazing HeroClix action, the S.H.I.E.L.D. Helicarrier!
The S.H.I.E.L.D. Helicarrier is an exciting addition to your map collection. Now your HeroClix teams can do battle in one of the most iconic locations in the Marvel Universe![...]
[Read More on HeroClix.com (http://heroclix.com/uncategorized/summon-the-helicarrier/)]
Wow. That is a lot of map. I'm gonna need a bigger boat. Table. Whatever, it needs to be bigger.
Confusing? This is undoubtably a concept that must be seen to be understood. Not something that translates well on the internet unless you have a step-by-step picture walkthrough. I like the concept though, I just hope it plays well. If it takes a power action just to move between maps, why would anyone do it?
Positioning?
Can you potentially use the other maps to flank your opponent over the course of 3-4 turns?
WakandaMan
07/11/2011, 22:13
Looks awesome! But I am quite confused about how they acually join up. That article could use some work I think.
I was really looking forward to this maps, but I have to say that I think the clix for the cure map that curiouslurker made looks a lot better.
http://curiouslurkings.blogspot.com/2010/11/clix-for-cure-leaving-pennsylvania-for.html
Superfly
07/11/2011, 22:21
I was wondering how this was going to be pulled off from the first time I heard about it. This map looks pretty cool, but I'll have to play on it to see just how things work out. It looks a bit more confusing and not quite as good as I was expecting, but this is still a neat map and a cool concept that they can definitely build on for future map releases.
Great, another map that screws non-fliers. :ermm:
At least it's not as restrictive as Hawkworld.
BoondockSaint1
07/11/2011, 22:35
How could they design a map that intentionally connects, but still doesn't work with multiplayer?
ibeatdrew
07/11/2011, 23:11
How could they design a map that intentionally connects, but still doesn't work with multiplayer?
Alot of Grid Reality maps connect and work great for multiplayer.
BoondockSaint1
07/11/2011, 23:22
Alot of Grid Reality maps connect and work great for multiplayer.
Okay, but when they officially design one for Wizkids as an official release, and it doesn't, when Wizkids is bragging how awesome this is, it seems like they dropped the ball a bit.
ibeatdrew
07/12/2011, 00:01
Okay, but when they officially design one for Wizkids as an official release, and it doesn't, when Wizkids is bragging how awesome this is, it seems like they dropped the ball a bit.
Wizkids team designed the layout, not me. But as a helicarrier is long, it makes sense for the map to connect this way. I would have probably designed it this way as well.
BoondockSaint1
07/12/2011, 00:33
It is a nifty idea that works great in comic accuracy, I just wish WK would come up with multiplayer friendly connections.
gatharion
07/12/2011, 01:27
Ooh.
How many maps are we getting in the OP kits?
Thunderclese
07/12/2011, 03:48
Cool idea. Looks like I'm going to need more room to play on it, though. And how come there aren't any elevation arrows like on the new HoT maps?
catherine
07/12/2011, 07:13
Love these. Definately want them all.
As for multiplayer connections, one could easily use s-2 and s-4 together with their connections for 4 players. And this could be expanded with s-1 and s-3.
For those confused on the layout, let's see if this helps:
s-3
s-2 s-4
s-1
Maps 1-3 are linked together as displayed, with 1 as the bow, 2 as the mid-section, and 3 as the stern. Map 4 'exists' beneath 2 as the carrier's insides, linked by the stairs and such indicated by the yellow and white arrows. A power action is only required when moving between 2 and 4, as representing the time to move up/down the stairs/side.
__ 3
/ \
| | 2
| |
\ / 1
Like a boat. Hope that helps. And an OP Kit has 10 double-sided maps.
maddragon13
07/12/2011, 08:16
Looks like I may have to buy a bigger dinning room table to play this map...:tired:
saturnflight
07/12/2011, 08:18
Well...
I think these are fantastic, but I'm still too overwhelmed to safely answer.
These will definitely be maps I have to play on before I can review them.
BoondockSaint1
07/12/2011, 08:24
And the other thing that people are not looking at because of the whole connection distraction: each of these maps looks really neat for standard map use. The position of the terrain is pretty sweet making tactics ptretty key.
Munchoboy
07/12/2011, 09:05
It is a nifty idea that works great in comic accuracy, I just wish WK would come up with multiplayer friendly connections.
How would you have designed the map with this in mind? I'm genuinely curious.
As IBD stated, the Helicrrier is conceptually longer than it is wide, if we went the other route you end up with less than the entire Helicarrier. That is, unless you want to have a total map that requires 10 sections to play in its entirety (which now that I say it "aloud", does sound pretty cool). :laugh:
I remain optimistic that players are savvy enough to figure out how best they can multi-play on these maps. :classic:
DS-00-0, FSD
07/12/2011, 09:19
Not sure how people can complain about multiplayer on these maps when maps 2 & 4 seem tailor made for fun mutliplayer games where two people start on either map. Just house rule the whole "power action to travel between maps" away and you've got a fun way to play four people on "one" map.
Darknesspwns
07/12/2011, 11:06
im just curious as to how dificult it will be to actually be able to get all the maps to play on the helcarier? excatly how many maps do you need to collect to be able to build it?
Baron Impossible
07/12/2011, 14:50
That is, unless you want to have a total map that requires 10 sections to play in its entirety (which now that I say it "aloud", does sound pretty cool). :laugh:
lol, and we'd have to use EZ grabbers to move our clix
i get the design on the map's connections, though it could've been made clearer that map 4 is underneath 2. may 2 is the key map in this configuration upon which all the others connect.
How would you have designed the map with this in mind? I'm genuinely curious.
totally moot at this point, but an alternate design more visually amenable to multiplayer would look like this:
http://i1088.photobucket.com/albums/i339/icebergslick/helicarrier-1.jpg
thematically, maps 2 & 3 would contain the side engines. starting areas are marked for both individual map use and connected use.
Did anyone else notice that the Helicarrier is floating above both Madripoor and the Web of Spider-Man Bridge? :)
BoondockSaint1
07/12/2011, 16:43
How would you have designed the map with this in mind? I'm genuinely curious.
As IBD stated, the Helicrrier is conceptually longer than it is wide, if we went the other route you end up with less than the entire Helicarrier. That is, unless you want to have a total map that requires 10 sections to play in its entirety (which now that I say it "aloud", does sound pretty cool). :laugh:
I remain optimistic that players are savvy enough to figure out how best they can multi-play on these maps. :classic:
Kind of like Baron Impossible's layout.
BoondockSaint1
07/12/2011, 16:47
Did anyone else notice that the Helicarrier is floating above both Madripoor and the Web of Spider-Man Bridge? :)
Never did until now :p That's pretty cool. Nice catch!
ibeatdrew
07/12/2011, 17:05
lol, and we'd have to use EZ grabbers to move our clix
i get the design on the map's connections, though it could've been made clearer that map 4 is underneath 2. may 2 is the key map in this configuration upon which all the others connect.
totally moot at this point, but an alternate design more visually amenable to multiplayer would look like this:
http://i1088.photobucket.com/albums/i339/icebergslick/helicarrier-1.jpg
thematically, maps 2 & 3 would contain the side engines. starting areas are marked for both individual map use and connected use.
I like the layout and the concept a lot! Really a lot. The only thing I see is getting the shape of the decks and the lines to run right with the "tower" that would be on the two center maps. The middle maps might play a little odd on there own.
Making maps connect is always a fun task. The maps need to function individually as well as joined. The more fun task is setting maps up to work with future maps as I do with a lot of the Grid Reality maps.
Again I really like that layout though.
JustForClix
07/12/2011, 17:38
So we are essentially getting 4 different maps with this set, and it’s somehow a bad thing? Some people never cease to amaze me. This seems like a really cool and really fun idea. Let Wizkids be creative and enjoy it, and definitely don't complain until you have tried it. Connecting maps is awesome no matter how you look at it. The only thing to worry about is how you will get all 4, even if they are double sided you will need 4 to be able to build your own big map.
Baron Impossible
07/12/2011, 18:13
I like the layout and the concept a lot! Really a lot. The only thing I see is getting the shape of the decks and the lines to run right with the "tower" that would be on the two center maps. The middle maps might play a little odd on there own.
i see what you're saying, though on carriers the tower should be off to one side (to maximize the available runway) so it'd just be on map 2 (prolly corresponding to it's top corner starting area)
for the record, i like the set's maps (they can be multiplayer with some out-of-the-box thinking), just rising to the challenge of an alternate layout more conducive to multiplay ;)
Baron Impossible
07/12/2011, 18:19
The more fun task is setting maps up to work with future maps as I do with a lot of the Grid Reality maps.
Again I really like that layout though.
btw, no trademark on this design, feel free to make it if you'd like. no royalties necessary, but i wouldn't turn down a free set;)
flatmatt
07/12/2011, 18:35
Confusing? This is undoubtably a concept that must be seen to be understood. Not something that translates well on the internet unless you have a step-by-step picture walkthrough. I like the concept though, I just hope it plays well.
Posted this is the other thread about this:
http://www.hcrealms.com/forum/album.php?albumid=104&pictureid=16960
Posted this is the other thread about this:
http://www.hcrealms.com/forum/album.php?albumid=104&pictureid=16960
This! Wow! That is exactly what that original NECA artical needed. That's a PERFECT online representation. :cool:
flatmatt
07/12/2011, 19:20
I think I'm going to have to suggest a team-up format at one of my venues. Everyone brings their forces and splits into two teams, each with the same number of players. "Good guys" are "defending" and start in the starting areas on map S-4, "bad guys" are "invading" and start in the starting areas on maps S-1 and S-3.
Baron Impossible
07/13/2011, 11:41
I think I'm going to have to suggest a team-up format at one of my venues. Everyone brings their forces and splits into two teams, each with the same number of players. "Good guys" are "defending" and start in the starting areas on map S-4, "bad guys" are "invading" and start in the starting areas on maps S-1 and S-3.
good out-of-the-box thinking
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