Of course, for any mapping challenge, I had to make a snow map! Specifically, I used the Snowy Bern tileset for it. The idea is that there are two rival pirate gangs that live on those fort islands in the corners, and the player takes control of the top left group to go defeat the bottom right group and seize their fort, while reaching the village before the other group/the mountain bandits nearby. You may even find some sunken treasure if you swim around in the right spots. What are those pillars for? Perhaps the residents of the village can tell you more… Also it’s F2U/F2E, so enjoy!
Have you ever needed to break some useless green units out of jail? Well then, here’s the map for you!
Your units can enter from the right side, while enemy reinforcements can arrive from the left. You can put units (or treasure!) in the cells at the top. Download
edit: F2U/F2E forgot to say it before because stupid.
Alternatively, here’s a significantly less S̻͔̪̻̬̆̄̌̂̆̌Ậ̛̣̬͔̮͖̖́̓͛̏̓̓͘͢T̸̥̮̯̯̜̜͗̌̂̚͡A̴̦̥̲̠͙͈͇͔̿́̾͌̅̔̕̕͜͡Ņ̶̤͕͉͖̗̑̃̊̉̐̈́I̵̥̦͚̘͖̥̯̥̎͗̇͌͊̚͜ͅC̢̤͙͚̟͍̤̉̔̏̀̿̈́̂ version. Same tileset, same rules on using and editing.
A bit of story:
This map is either an early game shrine map or a mid to late game gaiden chapter. The main party has retrieved a sacred MacGuffin and suddenly a bandit steals it ! This gaiden/ story chapter will unlock after the player takes too long to complete the previous chapter, because that gives the thieves/brigands enough time to steal it from you. The good guys will have to steal the MacGuffin back!
For those of you who are interested in how to design a chapter with this map, here is my insight:
Player Placement
An enemy with a 2 or 2+ range weapon. It helps for creating difficulty in the main part of the fortress.
When you attack an enemy placed here up close, you will stand on a lava tile. The player must chose between baiting and attacking up close or with range. Enemy 2 is able to provide range support if the player decides to rush.
An armor knight that doesn’t move with a key for the door.
A ranged unit that attacks units that try to break the wall.
Treasure chests. If you make this a gaiden chapter, make sure there is some juicy loot in there.
A basic path through the dunes, lined with a few trees. Start in the top right, and the boss is in the bottom right. There’s a heavily guarded shortcut through the cliffs; take it at your own risk!
Top Right: The Ruins
A long-abandoned building; now inhabited by bandits - or worse. Start on the far left, and the goal is to seize. A thief goes to loot the chest if you take too long.
Bottom Left: The Graveyard
Cliffs lined with the skeletons of long-dead men and beasts; treasure awaits there, along with great danger. Start on the far right, and the goal is to rout or to visit all bones within a time limit.
Bottom Right: The Oasis
A place to rest amidst the danger of the sands. Start on the far left, and the goal is to reach the village (and possibly defeat a boss on it).
Download the 29x19 map here. Free to edit, as usual. You’ll need to do tile changes yourself; I was too lazy to bother.
the 1 screen mapping blitz fandom is dying, repost to uhhh
i forgot the rest of my joke
just take this map
Heavily inspired by some FE12 early-game stuff, this map is designed to make for fun and challenging gameplay. You start in the bottom right, and the boss is somewhere in the top left. I even have some partial enemy placement!
1: Enemy infantry with 5 Movement, 1 Range, and “attack in range” AI.
2: Immobile enemies, probably with 1-2 range.
3: An Archer; might move to attack, or not.
4: A Brigand with 5 move, who rushes to destroy the red house if you don’t catch him in time.
Obviously, some stuff is missing, including the boss and some enemies on the far right. You can fill in that yourself!
Once more, using this tileset by N426, Zora, and Venno.
The map is free to edit with credit, as usual. Download here.