Review: Scrying Eye Games – Urban Crawl (Roads-2-Nowhere)

Roads to Nowhere 1: Urban Crawl
Urban Crawl is a post-apocalyptic themed modular battlemap set designed by James Miller and published by Scrying Eye Games.
By Aaron T. Huss

Learn more about Roads-2-Nowhere 1: Urban Crawl here
Purchase Roads-2-Nowhere 1: Urban Crawl here

Roads-2-Nowhere is part of the TopoTiles set of modular battlemap tiles from Scrying Eye Games designed under a specific theme but for universal applications. Urban Crawl carries a post-apocalyptic theme with possible use in modern and sci-fi applications. The set consists of generic road tiles with small attached buildings that can ultimately be used for a variety of purposes. The set is post-apocalyptic themed, however, as the associated elements (such as the ruined or rusted cars, broken pavement sections, tossed buildings, and random “destruction”) fall under what you would envision in a post-apocalyptic setting.

As is common with almost all of Scrying Eye Games’ battlemaps, there are an abundance of minute details (such as the small pieces of debris in the buildings, the grass protruding from the cracks in the pavement, and the sewer grates on the road) that make the battlemap visually appealing. In addition, the tiles are designed to be used in any configuration by offering very generic designs that can be mixed and matched at your leisure.


Urban Crawl is a good set of battlemap tiles, although the title really doesn’t fit the theme. To me it has more of a suburban if not rural feel as the roads are sparsely populated and the buildings quite small. However, I would not rate a product based on its name but rather its design and functionality and it could be used as the outskirts of an urban area.

The set of included roads comes in two flavors: 2-lane and 4-lane. The 2-lane roads appear to be one way streets due to the white lines in the center instead of yellow (although it can easily be used as a bi-directional street), while the 4-lane roads appear to be bi-directional. Linking these two flavors together is a single intersection with four lanes going one direction and two lanes going the other. At least, I believe the purpose of that tile is to link the two together. I would like to point out that this set is designed for a neighborhood or industrial park and not the open road as there is only one 4-lane tile and it happens to be straight.


Publication Quality: 8 out of 10
Urban Crawl is a good set of tiles that look great and provide a decent number of options. I would like to see more 4-lane road options and additional items such as front yards, back yards, alleys, intersections with street lights, and commercial buildings. Still, as-is, Urban Crawl is a good set of tiles with a lot of options. The tile format presents the user with an endless number of combinations.

Visual Appeal: 10 out of 10
Scrying Eye Games is one of the best battlemap-makers when it comes to detail. They always include a lot of little things to their battlemaps that make them interesting and believable. And besides the tiles, you get a heck-of-a-lot of add-on elements to further flavor the tiles you decide to use. A lot of work and dedication goes into making these maps and the visual appeal truly pays off.

Desire to Use: 8 out of 10
When I think of a suburban wasteland, wiped out by some apocalyptic event, this really matches my vision. I like the use of the street tiles combined with the various buildings, although I think more options should be available for buildings and streets. Many mapmakers ignore the post-apocalyptic theme and this one not only embraces it, it really fits what that vision of wasteland would be. It definitely needs more options, but there at least plenty here to get you started, and the price is extremely reasonable.

Overall: 9 out of 10
If you are running a post-apocalyptic setting in a suburban environment, Urban Crawl is a great set of tiles to show your players what the city looks like after that apocalyptic event. The decay of the surroundings are prevalent and the obvious neglect (because everyone in that area died) really comes through. It really has that “What happened here?” look to every single tile, producing a very cohesive battlemap for post-apocalyptic settings.

Share this post:

Related Posts

Leave a Comment