[Abandoned] - Conquer National Bank
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Re: Conquer National Bank
I am surprised with the draft! awesome job but we need to make it look more like a bank =P like the layouts i had
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LED ZEPPELINER
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Re: Conquer National Bank
maybe make it just a touch brihter on the map and the directions
- rishaed
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Re: Conquer National Bank
can we still keep the two floors??lzrman wrote:Great Suggestion! on the Double Floors, we could perhaps have a conference room with a second level access? perhaps level 1 elevator can attack level 2, have it almost tiered?
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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LED ZEPPELINER
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Re: Conquer National Bank
do you have to get all of the money carts? or just 1, it could be a certain amount. i also think that there should be certain starting positions, you have the getaway car, but maybe have everybody start off with a drop off car or something like that, just a thought
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Re: Conquer National Bank
Two floors may be confusing, and how many of our local banks have two floors?
I like the -1 for alarms, +1 for guns. It will force players to sidestep killing each other lest they set off an alarm, allowing them to be slowed down by neutrals instead. Should there also be a couple fellow bandits (masked face) for +1, and employees (little running men?) to take hostage?
I wonder ... is it possible in XML that employees would be worth -1 if one does not have 'rope', +1 if there is 'rope'? As in, an unrestrained employee is calling the cops, a restrained one is a useful hostage. If you have five restrained, you have +5, but if your opponent cuts them all free (by conquering 'rope'), they suddenly foil your robbery.
I like the -1 for alarms, +1 for guns. It will force players to sidestep killing each other lest they set off an alarm, allowing them to be slowed down by neutrals instead. Should there also be a couple fellow bandits (masked face) for +1, and employees (little running men?) to take hostage?
I wonder ... is it possible in XML that employees would be worth -1 if one does not have 'rope', +1 if there is 'rope'? As in, an unrestrained employee is calling the cops, a restrained one is a useful hostage. If you have five restrained, you have +5, but if your opponent cuts them all free (by conquering 'rope'), they suddenly foil your robbery.
Re: Conquer National Bank
good idea but i dont want it to be too complicated.
i was thinking this
ALL guns start off as neutrals (im thinking like 5)
and alarms start off as neutrals (1)
that way although alarms take one away you get the advantage of an easy route through the map
yes you do need to own all the money carts, thats why some are placed so you have to own an alarm to get em.
i was thinking this
ALL guns start off as neutrals (im thinking like 5)
and alarms start off as neutrals (1)
that way although alarms take one away you get the advantage of an easy route through the map
yes you do need to own all the money carts, thats why some are placed so you have to own an alarm to get em.
Re: Conquer National Bank
same storya.sub wrote:so apparently ur email rejected the .psd file which is weird, so i uploaded it to orbit files
u need to download it, add ".psd" to the end then open it
Click to download
Click to download
- lostatlimbo
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Re: Conquer National Bank
I like this idea a lot. It would make for very interesting gameplay.a.sub wrote:yes you do need to own all the money carts, thats why some are placed so you have to own an alarm to get em.
I agree that 2 floors is overkill, but you might want to tweak the blueprint a little - right now it looks like someone's apartment.
I also you should make the two spots before the Getaway Car be police or security guards. They could start out as neutrals too.
That'd be interesting - have everyone start as a 'plant' in key positions around the bank. At the teller, at the door, in the manager's office, in the vault, etc.LED ZEPPELINER wrote:i also think that there should be certain starting positions, you have the getaway car, but maybe have everybody start off with a drop off car or something like that, just a thought
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tlane
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Re: Conquer National Bank
i have not read everything but his looks like a great idea and should be moved into the drafting room
Re: Conquer National Bank
well right now i think the biggest problem is
"What the hell are we calling the territories?!"
"What the hell are we calling the territories?!"
Re: Conquer National Bank
you could name the rooms and call the territs things like "front desk gun" or "vault money cart" etc...
Re: Conquer National Bank
but there are multiple ppl in each room, and numbering them seems a bit lame imhoustus wrote:you could name the rooms and call the territs things like "front desk gun" or "vault money cart" etc...
Re: Conquer National Bank
well you could do random names and label them on the blueprint...
with it being the CC bank, you could get people's permission and use their usernames...
idk, just making suggestions, I'm kinda new here so I don't know all that works or doesn't work...
with it being the CC bank, you could get people's permission and use their usernames...
idk, just making suggestions, I'm kinda new here so I don't know all that works or doesn't work...
Re: Conquer National Bank
thats a good idea, we could make the ppl with guns and alarms mods tooustus wrote:well you could do random names and label them on the blueprint...
with it being the CC bank, you could get people's permission and use their usernames...
idk, just making suggestions, I'm kinda new here so I don't know all that works or doesn't work...
Re: Conquer National Bank
TEST PIC WITH NAMES
The money carts will be names "Cart 1" etc. and the car remains as the "Get Away Car"
if you like this style say so, later i will post to tell everyone to PM me names, give the guidelines for names etc.
The money carts will be names "Cart 1" etc. and the car remains as the "Get Away Car"
if you like this style say so, later i will post to tell everyone to PM me names, give the guidelines for names etc.
Re: Conquer National Bank
if you don't want to do numbers, naming the rooms and having the money carts be referred to based on what room they're in. just an idea, but it might make it easier. Labeling the rooms would also give it more of a bank feeling, in my opinion. but that's just me, it's your map, and it looks sweet so far. great job with the blueprint look...
btw, shouldn't this be in drafts at this stage??
btw, shouldn't this be in drafts at this stage??
Re: Conquer National Bank
actually its not my mapustus wrote:if you don't want to do numbers, naming the rooms and having the money carts be referred to based on what room they're in. just an idea, but it might make it easier. Labeling the rooms would also give it more of a bank feeling, in my opinion. but that's just me, it's your map, and it looks sweet so far. great job with the blueprint look...![]()
btw, shouldn't this be in drafts at this stage??
i guess it should be, but i cant do anything, like i said, its not my map
Re: Conquer National Bank
It was my general idea, but a.sub can sure do the majority of the work 
Perhaps I could code just the XML and have shared credit.
Perhaps I could code just the XML and have shared credit.
Re: Conquer National Bank
sounds good to me, i cant do XML for shitlzrman wrote:It was my general idea, but a.sub can sure do the majority of the work
Perhaps I could code just the XML and have shared credit.
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LED ZEPPELINER
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Re: Conquer National Bank
you could just post a new topic in the drafting room with the map
CC National Bank, Page 1
kk so the idea and the XML is/will be by lzrman
the image is by a.sub
so the purpose of the map is to get all of the money carts to win
TEST PIC WITH NAMES
The money carts will be names "Cart 1" etc. and the car remains as the "Get Away Car"
if you like this style say so, later i will post to tell everyone to PM me user-names, give the guidelines for names etc.
the image is by a.sub
so the purpose of the map is to get all of the money carts to win
TEST PIC WITH NAMES
The money carts will be names "Cart 1" etc. and the car remains as the "Get Away Car"
if you like this style say so, later i will post to tell everyone to PM me user-names, give the guidelines for names etc.
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LED ZEPPELINER
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- Joined: Tue Nov 25, 2008 10:09 pm
Re: CC National Bank, Page 1
brighten up where the directions are
- the.killing.44
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Re: CC National Bank, Page 1
Hmm, there's a lot of dead space around the outside. Any way to kill this?
I do like the graphic theme - did you download that brush for the chalkie affect or did you just put something on it?
.44
I do like the graphic theme - did you download that brush for the chalkie affect or did you just put something on it?
.44
Re: CC National Bank, Page 1
well i need to change the wood anyway, so maybe i could make it all bigger in the process?the.killing.44 wrote:Hmm, there's a lot of dead space around the outside. Any way to kill this?
I do like the graphic theme - did you download that brush for the chalkie affect or did you just put something on it?
.44
to make the chalky effect i drew everything as normal, then put a layer mask with a pic of the granite from my counter top, u may need to blur up the layer mask so its not to harsh of a difference but it works
