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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P10

Postby LED ZEPPELINER on Wed Mar 18, 2009 3:03 pm

i think that once they get all of their territs labeled this should be stickied, not yet
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Re: Conquer National Bank - Updated P10

Postby Tisha on Wed Mar 18, 2009 3:03 pm

i only see 6 money carts..

have you tried using a blueprint font? http://www.searchfreefonts.com/free/blueprint.htm
i like the blue print idea, but your paper doesn't look very blueprint like.. are you trying to make it look realistic, or not?
Click image to enlarge.
image

Click image to enlarge.
image
Click image to enlarge.
image


i took some parchment.. changed the hue, added some dirty on top of it.. and got this pretty quick
http://img11.imageshack.us/img11/6898/b ... ercopy.jpg
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Re: Conquer National Bank - Updated P10

Postby ustus on Wed Mar 18, 2009 6:35 pm

a.sub wrote:
ustus wrote:nice looking blueprint!

as a side note, it may be more realistic to name the alarms based on where they are... call them what they would be called on the main security feed of the bank. "vault alarm" "entryway alarm" etc, rather than naming them...

i like the idea of naming them by where they are
also what do u think of color coding the names too?
ie n00blet would be red/pink
main alarm would be green
:?: :?: :?:


1 problem. If the names are different colors, people will look for a reason they're different colors. They really should only be different colors if there's some significance to the colors. much simpler to simply find that
and leave it white... unless you want to establish something significant with the colors. If you want gun names to be one color (i suggest some shade of red [pink is a shade of red, but i don't like pink ;)] or orange) the alarm designations to be another color (i suggest a shade of green or yellow, wish you could have it green when neutral and yellow after being captured) and other terits to be some other color (deff not blue, but besides that i have no suggs) ...
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Re: Conquer National Bank - Updated P15

Postby a.sub on Wed Mar 18, 2009 8:12 pm

alright i shall start accepting more names by advertising lol :mrgreen:

yeah the name colors was so that alarms and guns are the same colors as their symbol so there is less confusion as which name goes where

hmm interesting idea, ill start changing the fonts around to make it look more like a handwriting and thx for the link to the font :)
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Re: Conquer National Bank - Updated P15

Postby killerpit4e on Fri Mar 20, 2009 6:30 pm

on the map please
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Re: Conquer National Bank - Updated P15

Postby a.sub on Fri Mar 20, 2009 8:59 pm

  • Added more names
  • Labled Carts and Alarms
  • Color coded carts and alarms


SMALL
Click image to enlarge.
image





LARGE
Click image to enlarge.
image





Where it began
Click image to enlarge.
image
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Re: Conquer National Bank - Updated P16

Postby lzrman on Sat Mar 21, 2009 12:00 am

I have updated the main post with start point neutrals.

Neutral Start Points:

1. Vault Door = 10 Neutral Armies
2. "Back Door" = 10 Neutral Armies
3. Get A Way Car = 15 Neutral Armies
4. Hall = 5 Neutral Armies
5. Back Room = 5 Neutral Armies
6. Side Room = 5 Neutral Armies
7. Vault = 3 Neutral Armies
8. Entrance = 3 Neutral Armies

I also request that the Red Text "Entrance" be moved up a circle.
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Re: Conquer National Bank - Updated P16

Postby a.sub on Sat Mar 21, 2009 12:36 pm

lzrman wrote:I have updated the main post with start point neutrals.

Neutral Start Points:

1. Vault Door = 10 Neutral Armies
2. "Back Door" = 10 Neutral Armies
3. Get A Way Car = 15 Neutral Armies
4. Hall = 5 Neutral Armies
5. Back Room = 5 Neutral Armies
6. Side Room = 5 Neutral Armies
7. Vault = 3 Neutral Armies
8. Entrance = 3 Neutral Armies

I also request that the Red Text "Entrance" be moved up a circle.


well the red text is for the alarms specifically, which i think should have a neutral count of say 3, since they are a depleting bonus and people need an incentive to use that route, whereas the gun should have a high bonus value, about 6 and the incentive is an extra troop each round

and i need ~13 more names
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Re: Conquer National Bank - Updated P16

Postby LED ZEPPELINER on Sat Mar 21, 2009 12:39 pm

first off, whats with the rip, second your small is just a shrunken version of the large
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Re: Conquer National Bank - Updated P16

Postby a.sub on Sat Mar 21, 2009 12:43 pm

LED ZEPPELINER wrote:first off, whats with the rip, second your small is just a shrunken version of the large

the rip is just an effect for kicks
yeah it was just to see if the names are still readable or should i use a better from for the small
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Re: Conquer National Bank - Updated P16

Postby LED ZEPPELINER on Sat Mar 21, 2009 12:49 pm

i cant really read the names on the small ones
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Re: Conquer National Bank - Updated P16

Postby a.sub on Sat Mar 21, 2009 9:25 pm

LED ZEPPELINER wrote:i cant really read the names on the small ones

you think i should use a more legible font for that?
maybe the old font i had?
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Re: Conquer National Bank - Updated P16

Postby ppgangster on Mon Mar 23, 2009 1:11 pm

If you want to add my name, go for it! We'll see what happens

(I kinda think the name suits the map :D )

Also, the overall picture is kinda dark, I understand the light bulb in the basement over the blueprint idea, but still, sometimes it is hard to see the writtings for the instructions and such... Looks good though
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Re: Conquer National Bank - Updated P16

Postby MrBenn on Tue Mar 24, 2009 12:06 pm

You've made a good start here.

For some reason the last update feels a bit blurry/pixelly? I don;t know if that's just the resize, or a side-effect of the software you're using?

Can I just confirm who is actually working on this map? It isn;t clear from the 1st post in the thread!


For some reason, the image feels too big for the map - there's a fair bit of wasted space at the top and bottom, that feels, well, wasted!

N00blet has made some really valid points about the thematic focus of the map... are you trying to emulate a blueprint, or the plans for a heist? If it's the former, then there is no reason to include names on the map. If it's the latter, then the image doesn;t feel very much like it's been scrawled on etc.

Personally, I think you need to sort out/confirm the direction/style the map is going to take, and mold the map to it, rather than mold an idea to fit your base graphic. I'd like to think that your appeal-base was grounded in more than the lure of 'getting your name on a map'.
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Re: Conquer National Bank - Updated P16

Postby rishaed on Tue Mar 24, 2009 3:30 pm

MrBenn wrote:Can I just confirm who is actually working on this map? It isn;t clear from the 1st post in the thread!

A.sub's doing the cartographic part and Lrzman is doing XML...i think :|
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P16

Postby rishaed on Tue Mar 24, 2009 4:35 pm

idea now..make the passageway from the backdoor entrance one way to each gunner??
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: Conquer National Bank - Updated P16

Postby a.sub on Tue Mar 24, 2009 5:58 pm

MrBenn wrote:You've made a good start here.

For some reason the last update feels a bit blurry/pixelly? I don;t know if that's just the resize, or a side-effect of the software you're using?
using photoshop but i dont know what you mean by pixelly :?

Can I just confirm who is actually working on this map? It isn;t clear from the 1st post in the thread!
I do the graphics, LzrMan does the XML

For some reason, the image feels too big for the map - there's a fair bit of wasted space at the top and bottom, that feels, well, wasted!
you mean make the map its self bigger and remove the less needed things? (like the stick of dynamite)

N00blet has made some really valid points about the thematic focus of the map... are you trying to emulate a blueprint, or the plans for a heist? If it's the former, then there is no reason to include names on the map. If it's the latter, then the image doesn;t feel very much like it's been scrawled on etc.
To be honest i dont know, it started as a blueprint and went towards a heist :?

Personally, I think you need to sort out/confirm the direction/style the map is going to take, and mold the map to it, rather than mold an idea to fit your base graphic. I'd like to think that your appeal-base was grounded in more than the lure of 'getting your name on a map'.
Ill be honest, i did this map because i like using photoshop to do things beyond my limit, because i wanted to try and help CC, and the medal/name on a map was a bonus but not the major reason at all


thx for the advice which i really liked, so here is the question i want to pose

For the wasted space, should i start from almost scratch and make one where the whole image is just a blue print on a table? things like rips and the dynamite can be added if we already exanded the map and have extra room. yes? no?

for the direction i think i want to go with the heist (tho i cant speak for lzrman) so any ideas on how to improve would be appreciated :)
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Re: Conquer National Bank - Updated P16

Postby n00blet on Tue Mar 24, 2009 6:13 pm

a.sub wrote:thx for the advice which i really liked, so here is the question i want to pose

For the wasted space, should i start from almost scratch and make one where the whole image is just a blue print on a table? things like rips and the dynamite can be added if we already exanded the map and have extra room. yes? no?

for the direction i think i want to go with the heist (tho i cant speak for lzrman) so any ideas on how to improve would be appreciated :)
I don't see any reason you can't do both....You could just make the blueprint base first, and then add in the names (in a handwriting-type font), with arrows and such to indicate "the plan" (e.g. attack routes).
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Re: Conquer National Bank - Updated P16

Postby lzrman on Tue Mar 24, 2009 6:37 pm

I have been behind the scenes being quiet and seeing how the map progresses, originally I wanted it based off an original bank plan with Security Station and Tellers. Looking at the names gathered we could look at them as individual employee's at there places of work (desks).

The blue print doesn't look to scale of a regular bank, most banks have an open area where you walk in and you choose your path, left you go to business teller, straight ahead you have your regular tellers, to the left you have reception and safety deposit. To another side you have the hallway to the office area. Behind the tellers you have a count machine, a deposit safe for each teller, and a withdrawl machine where the teller swipes their personal keycard.

I don't mean for a.sub to start from scratch but this is what I was kind of envisioning in the creation of a "Conquer National Bank". Thinking of the map from an architecture point, or even from a bank heist position you want to know every detail on where the money is held, where the safety deposit is, where your security is and where your tellers and bank manager would be located.

This is what I was thinking in the creation of this map. Something simple, something that has player enjoyment and would be interesting in Fog of War or Assassin Play. Something Square / Rectangular in design would fit a bank perfect. I deleted some key information in the first original post about 15 Positions of key interest in a bank that we should have.



1. Multiple Tellers
> Branching Behind them a Count Machine (Count 1/2/....)
> Branching from the Teller a withdrawl machine
> Branching before reaching the withdrawl machine you need a Key Card from that teller
[Teller] > [Keycard] > Withdrawl Machine (Machine 1/2/....)
> [Count1]
> Business

2. Central Monitoring Station
> Conquer National
> CN Branch 719
> CN Branch 219

3. Vault
> Entrance
> Money Cart 1, 2 and 3
> Central Safe

4. Reception
> Safety Deposit 1/2/3/4/5/6

5. Offices
> Conference 1/2/3
> Bank Manager
> Bank Assistant
> Master Key

6. Janitorial
> Head Janitor
> Closet
> Supplies Cabinet

7. Automatic Teller
> ATM 1
> ATM 2
> ATM 3

8. Central Computer
> Wire Transfer Console
> Network Access Panel
> Work Station 1
> Work Station 2


I believe this to be a challenge to create :)
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Re: Conquer National Bank - Updated P16

Postby a.sub on Thu Mar 26, 2009 12:04 am

im actually more than willing to start from scratch
if anyone has any ideas on possible layout ideas feel free to post
till then ill take a whack at my own and post
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Re: Conquer National Bank - Updated P16

Postby a.sub on Thu Mar 26, 2009 12:25 am

THIS IS JUST A REALLY ROUGH DRAFT

  • we add people
  • and computers that can attack each other
  • the heist is simple, you have to hold the money carts (a few in the vault and a a few more out side of the vault)
  • guards (in key areas) are -1 fort
  • thieves (that are in awkward places) are +1 fort
  • all carts, guards and thieves start neutral
  • vault has one entrance, with an auto deploy of -2 to prevent people from just taking it to protect all the carts in the vault
  • IDEA: instead of making thieves give +1, how about a thief can bombard any money cart, or certain money carts (using a code like in the pearl harbor map)[/u]
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Re: Conquer National Bank - Updated P16

Postby reggie_mac on Thu Mar 26, 2009 6:25 pm

Stick with the blueprint idea you already have, i got what it was about straight away.

If you are going to change anything, i'd suggest changing the background to be a bit more heist-y, you know, pinned to a table, with bullets, guns and a glass of whiskey at the edges, maybe an ashtray with a burnt cigar or something like that.

The actual map part of it looks sweet.

Also, would 'back door' be loading dock, or something like that (or what ever they call where the armored truck pulls up)

I'd suggest watching Lock, Stock and Two Smoking Barrels to get the inspiration you need for the background.

p.s can i be the janitor?
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Re: Conquer National Bank - Updated P16

Postby Beko the Great on Fri Mar 27, 2009 5:52 am

This is doing really nice but it would be nicer with my name on it :mrgreen:
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Re: Conquer National Bank - Updated P16

Postby a.sub on Sun Mar 29, 2009 3:03 am

Sorry for the late response, ISP problems :?



reggie_mac wrote:Stick with the blueprint idea you already have, i got what it was about straight away.

If you are going to change anything, i'd suggest changing the background to be a bit more heist-y, you know, pinned to a table, with bullets, guns and a glass of whiskey at the edges, maybe an ashtray with a burnt cigar or something like that.

thanks :D
i like the idea of putting a gun and some bullets, maybe replace the dumb pencil lol

reggie_mac wrote:Also, would 'back door' be loading dock, or something like that (or what ever they call where the armored truck pulls up)

its supposed to be a forced entry, if you look the territ is a bomb lol


reggie_mac wrote:p.s can i be the janitor?

Beko the Great wrote:This is doing really nice but it would be nicer with my name on it :mrgreen:

Send me a PM with your username and preferred name and ill put you on
ie
Name: Reggie_Mac
Name on map: Janitor Reggie

:D


-A.Sub
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Re: Conquer National Bank - Updated P16

Postby Beko the Great on Sun Mar 29, 2009 5:45 pm

I sugest you change font at least at small map. The actual font is really hard to read.
Cheers ;)
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