It was so cool to be interviewed by y'all! Thank you so much for allowing me to speak on map making, it is a bit easy to overlook it when it comes to TTRPGs so i'm glad I could talk about it!
No! Thank you much for coming on to the podcast! I know Calvin and I learnt a lot and had tons of fun with the conversation. We would love to have you on again to talk about your other projects! You're dupe dude.
hell yeah looking at FPS map design is clutch- shoot, looking to video games in general is helpful from a conceptualization standpoint along. Great ep Eld and team!
Very pleased with this episode. I really like leaning into the modular aspect of Lancer. I think it’s cool when the Goblin player has to switch to their Everest build because the mission is against biological enemies. More so that the players get the heads up before the mission (Go sitreps!). My players had an uncanny ability to predict when switching out frames would be beneficial (including the time their drop ship was shot down, and they had to save the crew by putting a crewman in each mech. That mission the Goblin player decided to use a Minotaur frame, and the Atlas player was using a Morning cloak. Thusly saving two more crew members). My guiding star is always “what has never been done before?” And that’s how I design my maps. That’s how I designed the 20x150 hex, forced scrolling map. The highway chase through a city, and a fight in an asteroid belt. CHEW THE SCENERY!!!! In a fantasy setting, you can use a tree as cover. In Lancer, you can use a tree as temporary cover, or as a melee weapon. Make the most of your tools!
@@WinWithDice Roll20 kept telling me “This map exceeds parameters.” And it did lag, but it was epic. The players were being chased by a swarm of nanobots and had to run for cover. It was awesome!