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[Abandoned] - Conquer National Bank

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Re: CC National Bank, Page 1

Postby The Neon Peon on Sun Feb 22, 2009 10:58 am

a.sub wrote: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.



Click image to enlarge.
image

This version looked much better than the current one.
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Re: Conquer National Bank - Updated P5

Postby a.sub on Sun Feb 22, 2009 11:26 am

vote?
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Re: Conquer National Bank - Updated P5

Postby LED ZEPPELINER on Sun Feb 22, 2009 11:29 am

a.sub wrote:
rishaed wrote:there should be an alarm next to the C4 entrance b/c it'd be pretty obvious that part of the building just got nailed with an explosive :?

theyd be dead lol
instead we could make teh neutral count on it larger than the safe's

feel the same way
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Re: Conquer National Bank - Updated P5

Postby rishaed on Sun Feb 22, 2009 2:18 pm

Good compromise...considering that's a better idea than mine anyways lol =D>
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 P5

Postby a.sub on Sun Feb 22, 2009 2:38 pm

im glad to know we agree on the explosive, but what about the map, do we like the old or the new?
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Re: Conquer National Bank - Updated P5

Postby lzrman on Sun Feb 22, 2009 3:22 pm

I love the current design over the previous.
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Re: Conquer National Bank - Updated P5

Postby ustus on Sun Feb 22, 2009 5:39 pm

I think the new version is far superior to the older one. and i like the bomb graphic you found :D just wish there was some way to make a jagged yellow star appear around it after it was captured by a player for the first time - like a comic book explosion. or maybe just a mushroom cloud :twisted: lol... but since the graphics are static, this is definitely the right way to deal with that.
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Re: Conquer National Bank - Updated P5

Postby rishaed on Sun Feb 22, 2009 8:16 pm

lzrman wrote:I love the current design over the previous.

I agree with Izrman on this one the newer design is so much better than the older design..it would be backtracking to go back to the original anyways.. :roll:
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 P5

Postby a.sub on Mon Feb 23, 2009 1:38 am

ustus wrote:I think the new version is far superior to the older one. and i like the bomb graphic you found :D just wish there was some way to make a jagged yellow star appear around it after it was captured by a player for the first time - like a comic book explosion. or maybe just a mushroom cloud :twisted: lol... but since the graphics are static, this is definitely the right way to deal with that.


haha thx, i actually made it with a 27 pixel circular brush and a 3 pixel one :lol:





rishaed wrote:
lzrman wrote:I love the current design over the previous.

I agree with Izrman on this one the newer design is so much better than the older design..it would be backtracking to go back to the original anyways.. :roll:

true but sometimes you mess up the new and have to go nack. but either way thank you for your support! :D
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Re: Conquer National Bank - Updated P5

Postby rishaed on Tue Feb 24, 2009 6:25 am

a.sub wrote:
rishaed wrote:
lzrman wrote:I love the current design over the previous.

I agree with Izrman on this one the newer design is so much better than the older design..it would be backtracking to go back to the original anyways.. :roll:

true but sometimes you mess up the new and have to go nack. but either way thank you for your support! :D

Your welcome...how soon is another draft coming out b/c I don't know what to comment on until then ;)
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

Image
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Re: Conquer National Bank - Updated P5

Postby a.sub on Tue Feb 24, 2009 8:14 pm

rishaed wrote:
a.sub wrote:
rishaed wrote:
lzrman wrote:I love the current design over the previous.

I agree with Izrman on this one the newer design is so much better than the older design..it would be backtracking to go back to the original anyways.. :roll:

true but sometimes you mess up the new and have to go nack. but either way thank you for your support! :D

Your welcome...how soon is another draft coming out b/c I don't know what to comment on until then ;)

as soon as i realize what needs fixing
keep bitching about it ppl! :lol:
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Re: Conquer National Bank - Updated P7

Postby ustus on Tue Feb 24, 2009 9:15 pm

a.sub wrote:
rishaed wrote:
a.sub wrote:
rishaed wrote:
lzrman wrote:I love the current design over the previous.

I agree with Izrman on this one the newer design is so much better than the older design..it would be backtracking to go back to the original anyways.. :roll:

true but sometimes you mess up the new and have to go nack. but either way thank you for your support! :D

Your welcome...how soon is another draft coming out b/c I don't know what to comment on until then ;)

as soon as i realize what needs fixing
keep bitching about it ppl! :lol:

seriously? i'm out of coplaints, and out of my league. never followed a map this closely before, don't see anything else obviously wrong with it... sorry i can't help more.
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Re: Conquer National Bank - Updated P7

Postby a.sub on Tue Feb 24, 2009 9:54 pm

not even any nit picks?
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Re: Conquer National Bank - Updated P7

Postby LED ZEPPELINER on Tue Feb 24, 2009 9:55 pm

WE NEED THE NEW VERSION TO NIT PICK, YOUVE ALREADY BEEN GIVEN SUGGS I THINK
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Re: Conquer National Bank - Updated P7

Postby a.sub on Tue Feb 24, 2009 9:57 pm

LED ZEPPELINER wrote:WE NEED THE NEW VERSION TO NIT PICK, YOUVE ALREADY BEEN GIVEN SUGGS I THINK

just went though the comments, nothing to change :?
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Re: Conquer National Bank - Updated P7

Postby LED ZEPPELINER on Tue Feb 24, 2009 10:00 pm

well then this is probably just a calm moment, happens to a lot of maps
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Re: Conquer National Bank - Updated P7

Postby a.sub on Tue Feb 24, 2009 10:09 pm

*twiddles thumbs*
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Re: Conquer National Bank - Updated P7

Postby ustus on Wed Feb 25, 2009 9:45 am

ok, here goes a non-expert nit-pick, best i can do, since i'm not experienced at all.....

firstly, it's time to get some neutral numbers up, rather than just the 88's. The draft looks solid, you're not getting any complaints up, but maybe if you had the actual numbers of starting neutrals, you'd have arguments over those values or arguments over whether, with the current value, some route is too obviously better than some other route, or some such.

Second, i think there needs to be some alarm along the bomb route, and i would call it "C4 placement" or something to give the idea that that's where the bomb goes, rather than changing C4 into a verb (i don't care a lot, just my first impression since you asked for complaints.).

Other than that, i can't think of anything, and the map is waaay off the last page, so i can't look it over while i'm typing. I'll take another look at it and see if i see anything i forgot, but that's all i can think of for now.

great job so far, time to move along to stuff like neutrals, IMO. =D>
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Re: Conquer National Bank - Updated P7

Postby rishaed on Wed Feb 25, 2009 9:55 am

i was also thinking of a guard in a security room that can assault any of the alarms outside of the vault....course the room would also have an alarm on it :D
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 P7

Postby ustus on Wed Feb 25, 2009 10:17 am

rishaed wrote:i was also thinking of a guard in a security room that can assault any of the alarms outside of the vault....course the room would also have an alarm on it :D


hmmm... this could work, but terits that can assault lots and lots of different places annoy me. and since you don't actually want to hold the alarms, it's not the alarms you'd be stockpiling troops on. This would only allow you to move around the map faster. I'd have the money carts built up, and if you took my alarms away, i'd be very happy with you. as long as i can hold my money carts, take all the alarms you want.
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Re: Conquer National Bank - Updated P7

Postby rishaed on Wed Feb 25, 2009 11:55 am

ustus wrote:
rishaed wrote:i was also thinking of a guard in a security room that can assault any of the alarms outside of the vault....course the room would also have an alarm on it :D


hmmm... this could work, but terits that can assault lots and lots of different places annoy me. and since you don't actually want to hold the alarms, it's not the alarms you'd be stockpiling troops on. This would only allow you to move around the map faster. I'd have the money carts built up, and if you took my alarms away, i'd be very happy with you. as long as i can hold my money carts, take all the alarms you want.

you are overlooking the fact that the money carts have alarms by them..which is why it would be only outside the vault. Otherwise someone would just take the security guard and then take all the money carts and fort heavily outside the guard room so no one could take the money carts completly...which is why having it just outside the vault is important, along with the fact that you can only take alarms which give you a -1 bonus
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 P7

Postby ustus on Wed Feb 25, 2009 2:58 pm

ya, but if you're gonna take an alarm, it's only to take what's beyond the alarm. so if you get to the money cart by normal means, you fortify the money cart. not the alarm. so if someone else takes the alarm. you don't even have to bother to take it back, you'd just reinforce that money cart each turn.

what you're saying makes sense, but i'd never use that feature. and it wouldn't annoy me at all if someone else did. i don't see how it's useful.
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Re: Conquer National Bank - Updated P7

Postby rishaed on Wed Feb 25, 2009 3:15 pm

ustus wrote:ya, but if you're gonna take an alarm, it's only to take what's beyond the alarm. so if you get to the money cart by normal means, you fortify the money cart. not the alarm. so if someone else takes the alarm. you don't even have to bother to take it back, you'd just reinforce that money cart each turn.

what you're saying makes sense, but i'd never use that feature. and it wouldn't annoy me at all if someone else did. i don't see how it's useful.

we've laid out our points on this..let's see what Irzman and a.sub say on this
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 P7

Postby lzrman on Wed Feb 25, 2009 5:18 pm

why not switch the roles of the money cart and the alarm.....

Setting off an alarm would bring reinforcements in real life, and holding a money cart if your holding it in a bank you might loose time :P

Why not try Reinforcements of +1 on the alarm and -1 on the cart / round.
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Re: Conquer National Bank - Updated P7

Postby ustus on Wed Feb 25, 2009 6:38 pm

lzrman wrote:why not switch the roles of the money cart and the alarm.....

Setting off an alarm would bring reinforcements in real life, and holding a money cart if your holding it in a bank you might loose time :P

Why not try Reinforcements of +1 on the alarm and -1 on the cart / round.


.......

um....

no disrespect intended, but the reinforcements an alarm brings generally aren't there to help the person setting off the alarm....... that would throw me for a loop looking at the map for the first time...
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