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Captain America Maps
The Le
(07/12/2011)
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Quintessential Winter Soldier
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Captain America '44
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ClixCraves: Captain America
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Review: Captain America
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07-12-2011: Let's take a look at Captain America HeroClix Map 1
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I think it's supposed to have 3 conjoined "topside" maps, S1 to S2, S2 to S3. S4 is underneath S2, if you will. In theory, characters can move between S2 & S4, using the corresponding orange verses white arrow - marked squares of each.
Posted by: MEsch
on 9/28/2015 7:29:53 AM
i have exactly map 1,2 x 2 and map3 x1 so i can do this =)
Posted by: mario psnmario
on 7/30/2011 8:42:51 PM
Anyone else notice in the background of Map 01 you can see Madripool and Krakoa and in the background of Map 02 you can see the WoS Bridge map?
Posted by: Scizorsfury
on 7/14/2011 11:38:35 PM
Im really psyched to get this many maps all representing the helecarrier,the opetunities this opens up for RPGs and campaigns are awesome!
Posted by: Ste
on 7/14/2011 1:07:28 AM
i think it would be cool!
Posted by: jz
on 7/12/2011 10:05:42 PM
Turn the control center map 180 degrees to orient it correctly and envision it below the main deck!
Posted by: First Lensman
on 7/12/2011 7:24:58 AM
Re: Arbitrary design.
Pretty much, but it's not entirely arbitrary. In the example you posted of Map 04 next to Map 02, if you rotated Map 04 by 180 degrees and laid it on top (or, more appropriately, underneath) Map 02, the arrow squares would line up. There is a logic in it, it just doesn't look attractive placed next to it. I'm a little disappointed that it doesn't make a big 4 map super-square, but this has potential.
I like Kragnorak's idea of placing Map 04 on a different table or separating them. That said, since we've been given arrows to make the travel well-marked, I wouldn't expect door icons to be necessary...but whatever works.
Posted by: Overdrive
on 7/12/2011 7:24:23 AM
I find it dubious to go from the port side of the helicarrier to the starboard side of the flight deck, which would be much more froward!
Therefore, I would simply create access points as Krusticlese suggests by placing door icons during setup. Then when you duck to the lower level you could be on a different table entirely or just slightly separate. The map as a whole (especially if you get multiples to create the whole helicarrier) reminds me of a first-person shooter environment with multiple levels.
Posted by: Kragnorak
on 7/12/2011 7:10:16 AM
LOL. You're filters aren't smart enough to dissern good words from bad words apparently.
Posted by: Krusticlese
on 7/12/2011 6:53:53 AM
I see what you mean. Map 1 & 4 do not look good together. When I heard a 4 piece Helicarrier map, I mistakenly assumed a layout with 4 maps squared off, not 3 maps long with a tiny bit hanging off to the side. If the intention was to have the interior accessable by the other maps, I'd have preferred to see elevators in different places on map 3 that went to the same squares on map 4 (similar to the Days of Future Past X-Men Mansion and Danger Room maps), As it is, it seems like you are heading over to the edge to commit suicide, but Hey, There's an entire room over here where there should be clouds!
Maybe SHIELD is deploying TARDIS technology?
Posted by: Krusticlese
on 7/12/2011 6:51:15 AM
@Overdrive: If that's the case, then that's a completely arbitrary design -- no different than putting together the Rainbow Bridge next to the Prison map.
Posted by: The Le
on 7/12/2011 6:18:24 AM
I don't think Map 02 and Map 04 are actually meant to look natural next to each other, but rather that Map 02 is supposed to be the flight deck and Map 04 is supposed to be the interior of the Helicarrier below. That's why you use the Arrow squares to go back-and-forth.
So no, they won't look natural next to each other, but they can be played together by moving characters back-and-forth between them.
That's how I read it anyway....
Posted by: Overdrive
on 7/12/2011 5:38:05 AM
That is a huge map. I may have to push the couch aside!!
Posted by: tylerdrake
on 7/12/2011 12:07:15 AM