As my map had 2 mechanics (additional movement costs and a lever activated trap), I had to drop one for my submission. Here's the new version:
Map name: The Arrow Pit
Map author: Frozen-thorn
Map description: This map contains 32 starting cells (10 per side; 8 exclusive and 2 shared), 32 kamas, 8 trees, 0 bushes, 4 boxes, and 2 demon cells. This map was designed after a floating fortress. It has limited vegetation due to high altitudes and traps to catch intruders. The
pit areas (
red cells) on this map and their gameplay mechanic were inspired by the existing krosmaster maps that had pits. The pits contained bones, riches, weapons, and arrows but beyond aesthetics there were no reasons for so many casualties to occur in those areas. I created this map to address that by making the pit area a dangerous place for Krosmasters.
Mechanic: Arrow trap - When a
lever (circle) is dealt at least one damage of any type, it activates the arrow trap in the adjacent
pit area (
red cells). The arrow trap deals 2 neutral damage to each Krosmaster in the
pit area (
red cells). The
lever (circle) will reset at the end of the players turn that it was activated on. While each
lever (circle) is activated by taking damage, levers can never be destroyed. The
levers (circle) do not block line of site. Krosmasters also cannot move onto the cell where the
lever (circle) is located.
Movement and targeting restrictions: You cannot move, be attracted, or pushed on to the
celestial holes (
blue cells). The
celestial holes (
blue cells) cannot be targeted by attacks or summons.
Intention of the design: The layout of this map was designed to force players to risk leaving themselves vulnerable at times. When navigating the map near the
pit areas (
red cells), they will risk being attracted or pushed into to it. Players will have to be especially cautious when leaving a Krosmaster in the
pit areas (
red cells) at the end of their turn. They will have to consider their opponents' range and abilities to determine whether or not they are at risk. Locking will also have a significant impact on the game as players may force their opponents to remain vulnerable in the
pit area (
red cells) for consecutive turns. While a single attack for 2 neutral damage is not overly powerful, if multiple Krosmasters are caught in the pit at once, it provides an opportunity for even the weakest Krosmasters to deal a significant amount of damage. While players may try to avoid the
pit areas (
red cells), players are encouraged to travel there with a number of kamas and the only Demon cells that are available.
Here is the technical version of this map (made in MAP Aboum):
MAP LEGEND:Green cell = regular (no effect);
Red cell = pit area;
Blue cell = celestial hole; Circle = lever
Here is the aesthetic version of this map (made in Adobe Photoshop):