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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P25

Postby thenobodies80 on Sat Jul 04, 2009 8:33 pm

Add the [D] tag to the title. :)
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Re: Conquer National Bank - Updated P25 [D]

Postby Tisha on Sun Jul 05, 2009 4:35 pm

a couple of the names are bolded or a bigger font them some of the others.. don't know if that is on purpose
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sun Jul 05, 2009 5:37 pm

Tisha wrote:a couple of the names are bolded or a bigger font them some of the others.. don't know if that is on purpose

during the resizing and rotation it happened, is it bad enough to require a change?
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Jul 07, 2009 12:45 am

a.sub wrote:
Tisha wrote:a couple of the names are bolded or a bigger font them some of the others.. don't know if that is on purpose

during the resizing and rotation it happened, is it bad enough to require a change?

anyone?
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Tue Jul 07, 2009 1:04 am

I don't even see what you're talking about... what names???
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Jul 07, 2009 1:14 am

Hopscotcher wrote:I don't even see what you're talking about... what names???

the names of the territories ie "Jack the Hat"
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Tue Jul 07, 2009 1:20 am

there might be a slight difference, but I think it looks fine. of course some are probably pickier than I am. I'd be more concerned that the t in Jack the hat crosses the white connection.

I think it adds a little flavor to the map in general though
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Wed Jul 08, 2009 7:43 pm

so any gameplay complaints?
any mis places guns or alarms?
guns are meant to be out of place so they are harder to get but are still accessible, and alarms should be in the way, they are meant to necessitate the use of guns.
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Re: Conquer National Bank - Updated P25 [D]

Postby Tisha on Wed Jul 08, 2009 7:54 pm

Hopscotcher wrote:I don't even see what you're talking about... what names???

Inspector Kelley, Officer Taylor, Fat Cop, Sir Fred, Deputy George, Private Avi, Sgt Ed..

If it's noticeable, why wouldn't you fix it?
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Wed Jul 08, 2009 8:23 pm

Mo to lead pipe Joe. There's no alarm between there.

Also I think whoever starts in the southeast of this map has an advantage. Three guns for only one alarm to go through is huge. Maybe there should be two alarms at the front door.

I'm anxious to try it, though!
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Thu Jul 09, 2009 12:53 pm

Tisha wrote:
Hopscotcher wrote:I don't even see what you're talking about... what names???

Inspector Kelley, Officer Taylor, Fat Cop, Sir Fred, Deputy George, Private Avi, Sgt Ed..

If it's noticeable, why wouldn't you fix it?


i kinda like it :P
but ill give it a shot fixing it






Hopscotcher wrote:Mo to lead pipe Joe. There's no alarm between there.

Also I think whoever starts in the southeast of this map has an advantage. Three guns for only one alarm to go through is huge. Maybe there should be two alarms at the front door.

I'm anxious to try it, though!

i was also thinking, maybe we need another way to get to the front?
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Thu Jul 09, 2009 11:59 pm

i was also thinking, maybe we need another way to get to the front?


I like this idea. An underground tunnel? or maybe a side explosion from the vault?
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Fri Jul 10, 2009 2:18 am

Hopscotcher wrote:
i was also thinking, maybe we need another way to get to the front?


I like this idea. An underground tunnel? or maybe a side explosion from the vault?


here is what im thinking, the big challenge of the car is that there are a bunch of neutral to block it off
if i connected SGT. Ed to Anthony would that solve it? so no one would take Sgt. Ed because they lose troops but at the same time there is more than 1 entrance so no one can effectively clog the entrance
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Fri Jul 10, 2009 11:34 pm

You can still clog Sgt Ed that way, but definitely two connections is better for the entrance.

I think a backup plan is something every bank robber has And I like the idea of another route to the getaway car.

Of course, the map also looks rather full as is, so not sure where you'd put it.
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Re: Conquer National Bank - Updated P25 [D]

Postby danfrank on Mon Jul 13, 2009 11:03 am

The map is too dark and therefore difficult to read...
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Re: Conquer National Bank - Updated P25 [D]

Postby micky1 on Tue Jul 14, 2009 6:19 am

Hopscotcher wrote:You can still clog Sgt Ed that way, but definitely two connections is better for the entrance.

I think a backup plan is something every bank robber has And I like the idea of another route to the getaway car.

Of course, the map also looks rather full as is, so not sure where you'd put it.


I am supporting this idea, every robber needs to secure his ass after robbing a bank. This will really bring more fun here.

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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Jul 14, 2009 12:52 pm

how about this
  • One Ear
  • Smoots
  • Tuna
can all access Mad dog?
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Jul 14, 2009 1:14 pm

Just an idea, what do you guys think?
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Re: Conquer National Bank - Updated P25 [D]

Postby ustus on Tue Jul 14, 2009 11:40 pm

clever. I like it. Though, admittedly, i haven't read the past couple of pages, so i'm now officially behind the times. Got the gist of what you're fixing with that post-it note though, i think it's a very clever way to make that second route. And i agree that there should be one. May i point out that clogging Randall would be better than clogging sgt Ed? no atrophy to deal with. of course, that only deals with two of the three ways in, so you've solved that solution too. You could, of course, hold Erica and Sir Fred. That would take a lot more time to collect, but it would block all access to the getaway car. And since there are quite a few guns back there, you may even be able to have decent reinforcements. Use one of the three back doors to get to the guns by the car and never take an alarm you don't have to (specifically, never take Sgt Ed, and don't take Deputy George until you're ready to start stashing). In fact... Take Tlane and Jerry the Wolf and you've got 10 guns and one alarm, until you decide it's time to claim a stash and you have to take Deputy George. In the opinion of someone better at strategy, would you have enough time to do that before someone else had a stronger position? Or should i have waited and just tried that approach during beta...
Aside, would those be one way attacks, or could you attack from Mad Dog to Smoots? probably better to have them one-way, sneaking back in the window would be rather harder than sneaking out...
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Tue Jul 14, 2009 11:59 pm

ustus wrote:clever. I like it. Though, admittedly, i haven't read the past couple of pages, so i'm now officially behind the times. haha uve been such a good help so far i couldnt be mad if i tried

Got the gist of what you're fixing with that post-it note though, i think it's a very clever way to make that second route. And i agree that there should be one. May i point out that clogging Randall would be better than clogging sgt Ed? no atrophy to deal with. of course, that only deals with two of the three ways in, so you've solved that solution too. well the benefit is if you have significantly less (3 fold infact) neutrals to plow through and if you are holding the carts and want need a fast path to the car thats huge

You could, of course, hold Erica and Sir Fred. That would take a lot more time to collect, but it would block all access to the getaway car. And since there are quite a few guns back there, you may even be able to have decent reinforcements. Use one of the three back doors to get to the guns by the car and never take an alarm you don't have to (specifically, never take Sgt Ed, and don't take Deputy George until you're ready to start stashing). In fact... Take Tlane and Jerry the Wolf and you've got 10 guns and one alarm, until you decide it's time to claim a stash and you have to take Deputy George. In the opinion of someone better at strategy, would you have enough time to do that before someone else had a stronger position? Or should i have waited and just tried that approach during beta... interesting i didnt see that ... what if erica was promoted to cop status, and i swapped randall and Sgt. Ed? now holding erica would weaken you so someone would own you by the time u get a gun. and now the choke hold (formerly Randall) is now a negative?

Aside, would those be one way attacks, or could you attack from Mad Dog to Smoots? probably better to have them one-way, sneaking back in the window would be rather harder than sneaking out... two way for simplicity sake


On a side note, what if jerry the wolf and murphy met? it would make an alternative to sir fred but make the route much harder as it has waaaaay more to plow through
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Wed Jul 15, 2009 6:58 am

My thoughts on various aspects:

Money bags through the windows should be a one way attack. If it's a two way attack, It's too easy to simply block with Mad Dog. Especially in No Spoils.

Could Sgt. Ed (The one at the entrance, I think that's his name) Bombard the Getaway Car? Shooting out the tires, so to speak?

I still think Sgt. Ed should be connected to Anthony as well as Randall.

I think the cop at the door needs to be there. Manking Randall a cop and Sgt. Ed a startable possition is a bbbbaaaaaaaaaaaadddddddd idea. 3 thugs with no real downfall.

Just a question: hadn't counted them yet.... How many startable positions do you presently have?

just my thoughts.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Wed Jul 15, 2009 2:25 pm

Hopscotcher wrote:My thoughts on various aspects:

Money bags through the windows should be a one way attack. If it's a two way attack, It's too easy to simply block with Mad Dog. Especially in No Spoils.
makes sense, it can still be blocked but they will have hell as they cant use the troops on mad dog unless they want to run around the front of the bank, ill put it in

Could Sgt. Ed (The one at the entrance, I think that's his name) Bombard the Getaway Car? Shooting out the tires, so to speak?
well at first this seems like a good idea, but i want to keep the attack routes in the map simple, tbh im still not so happy about the 1 ways but thats fairly minor imo, bombarding is a bit much

I still think Sgt. Ed should be connected to Anthony as well as Randall.
makes sense ill put this one in too, open up Sgt. Ed a bit

I think the cop at the door needs to be there. Manking Randall a cop and Sgt. Ed a startable possition is a bbbbaaaaaaaaaaaadddddddd idea. 3 thugs with no real downfall.
good point

Just a question: hadn't counted them yet.... How many startable positions do you presently have?
a quick scan says 21 but im not 100% sure

just my thoughts.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Wed Jul 15, 2009 3:29 pm

Click image to enlarge.
image

22 starting points btw
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Re: Conquer National Bank - Updated P25 [D]

Postby Hopscotcher on Sat Jul 18, 2009 11:29 pm

I think I like it.

The shooting out the tires was just a random idea anyway.

Any chance of adding 4 more starting positions?

26 divided by 8 = 3 + 2 neutruals. Makes Quads and 8 Player Esc. much more fun.
26 divided by 2 = 13. 4 dudes to start out, plus on this map, pretty hard to knock your opponent to 11.
26 divided by 6 = 4 + 2 neutrals. Again, Trips and multiplayer Esc. more interesting this way.
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Re: Conquer National Bank - Updated P25 [D]

Postby a.sub on Sun Jul 19, 2009 3:09 am

Hopscotcher wrote:I think I like it.

The shooting out the tires was just a random idea anyway.

Any chance of adding 4 more starting positions?

26 divided by 8 = 3 + 2 neutruals. Makes Quads and 8 Player Esc. much more fun.
26 divided by 2 = 13. 4 dudes to start out, plus on this map, pretty hard to knock your opponent to 11.
26 divided by 6 = 4 + 2 neutrals. Again, Trips and multiplayer Esc. more interesting this way.



hmm maybe add four to the courtyard?
it may be a bit cramped, but so is the rest of the map
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