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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P10

Postby a.sub on Thu Mar 12, 2009 5:45 pm

i was thinking to leave the bonus as is because if we make ti so for example every terit gets you one extra troop, people get bonuses faster and it snowballs. Im also against continental bonus because it makes it so people start attacking each other and not the carts for the actual win.

Color stays as it lol just pretend its red/pink :lol:

its a blue print there isnt going to be a legit explosion

To request a name PM me
Name: <username here>
Map name: <requested map name here>


anything else?
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Re: Conquer National Bank - Updated P10

Postby a.sub on Fri Mar 13, 2009 11:41 pm

[cough] BUMP [/cough]
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Re: Conquer National Bank - Updated P10

Postby lzrman on Sat Mar 14, 2009 12:23 am

can we have a second objective?

Hold Lzrman and a.sub +something else to win?
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Re: Conquer National Bank - Updated P10

Postby captainwalrus on Sat Mar 14, 2009 8:24 am

I like it a lot. Are the names going to stay? Also, For the vault, shouldn't there be only one way to get in? And all carts and the vault start nutural i assume?
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Re: Conquer National Bank - Updated P10

Postby a.sub on Sat Mar 14, 2009 11:42 am

lzrman wrote:can we have a second objective?
Hold Lzrman and a.sub +something else to win?

a) i dont think thats possible
b) i think we would have too many objectives


captainwalrus wrote:I like it a lot. Are the names going to stay? Also, For the vault, shouldn't there be only one way to get in? And all carts and the vault start nutural i assume?

a) names stay, an di will be adding more if ppl PM me :D
b)we figured one way would make it too easy for someone to monopolize the vault so we added a second entry
c)All carts, guns, alarms, the vault door and the C4 entrance start neutral
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Re: Conquer National Bank - Updated P10

Postby Dublanous1 on Sat Mar 14, 2009 8:13 pm

I LOVE the idea, =D> It just annoys me that it is tilted to the left...
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Re: Conquer National Bank - Updated P10

Postby n00blet on Sun Mar 15, 2009 2:19 pm

a.sub wrote:[cough] BUMP [/cough]

Best way to bump is with an update.
I don't think much can or needs to be said about graphics at this point besides "make it look almost like a map."
Maybe you could try integrating one of those floorplans?
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Re: Conquer National Bank - Updated P10

Postby a.sub on Sun Mar 15, 2009 2:49 pm

n00blet wrote:
a.sub wrote:[cough] BUMP [/cough]

Best way to bump is with an update.
I don't think much can or needs to be said about graphics at this point besides "make it look almost like a map."
Maybe you could try integrating one of those floorplans?

i dont mean to be difficult but im confused what you mean by
"make it look almost like a map."
the lastest version even has army numbers
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Re: Conquer National Bank - Updated P10

Postby ustus on Sun Mar 15, 2009 3:08 pm

n00blet wrote:
ustus wrote: :shock: don't give in!!!!

The color red generally symbolizes aggression or passion. Therefore it should fit well with the guns if you want to get into a deep discussion of what color the guns should be. If you don't want to get into a deep discussion, they are red now and they look good red. that's my oppinion.
NOOOOO!

Obviously, the inherent juxtaposition of the colloquial effeminate color with the rough-and-tumble mobster would be the most appropriate artistic choice. Anything else would fall into the cataclysmic abyss of clichƩ.


ah, such an excellent plethora of grandiose vocabulary! =D>
yet your central statement that a more effeminate color is better suited to the least effeminate item on the map would seem to me to be devoted to the instillation of chaos, and therefore more central to the general concept of a cataclysmic abyss :shock: . The color red has become a clichƩ of aggression and violence simply because it is so well suited to the concept which is being necessarily portrayed by the aforementioned gun symbol. Since it is such a quintessential fit, it has been used repeatedly to convey a sense of danger and menace to the audiences of such portrayals as this one. however your point that the color is a clichƩ remains potently valid. Perhaps a bloody crimson would be more apt?
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Re: Conquer National Bank - Updated P10

Postby ustus on Sun Mar 15, 2009 3:11 pm

rishaed wrote:
ustus wrote:Well done, i like the font. Graphically, excelent job. However, i do have one issue: you've stopped accepting names, yet not all of the terits have names. I only see names on approximately half of the terits, and no pattern as to why certain terits but not others. Are you going to begin accepting a second set of names, or are you only halfway done and posting your progress to make sure you don't make some kind of mistake on all of them? if so, go ahead and do the rest, it looks great.

Ustus look at the latest map version and the big bold words above it..just a note for the map was wondering if a.sub could put some noise around the C4 to simulate an explosion. :roll:


:oops: wow, i really am that ignorant, aren't i....

sorry, all... i will do my best to keep from making such obvious oversights in the future ... :oops:
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Re: Conquer National Bank - Updated P10

Postby a.sub on Sun Mar 15, 2009 5:53 pm

ustus wrote: :oops: wow, i really am that ignorant, aren't i....

sorry, all... i will do my best to keep from making such obvious oversights in the future ... :oops:


no worries its not like we expect you to be perfect, you're only human lol
besides your arguments over the corlos red and pink well over shadows any mistakes you could possibly make lmao
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Re: Conquer National Bank - Updated P10

Postby ustus on Mon Mar 16, 2009 8:51 am

a.sub wrote:
ustus wrote: :oops: wow, i really am that ignorant, aren't i....

sorry, all... i will do my best to keep from making such obvious oversights in the future ... :oops:


no worries its not like we expect you to be perfect, you're only human lol
besides your arguments over the corlos red and pink well over shadows any mistakes you could possibly make lmao


haha, thanks... I'm enjoying the big words.... :D anyway...

- continents - i think this discussion finished, but i'm not sure. Ended up sticking with the guns and alarms, right?
- names - my mistake, they are still being accepted. Way to go, keep it up. I think that'll push it out of drafts once you get that.
- guns - we'll hash it out, but i still think red is the better color. though the discussion may end up at crimson, which would not be bad at all... ;)
- I'm seeing one reason i personally probably wouldn't end up playing this map much. There aren't very many troop bonuses availible. being freemium, i wouldn't use one of my four games on a map that doesn't have much in the way of bonuses.

On the whole, good progress has been made since,
Hey guys, how about a map of a bank?
fake quote. i made it up
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Re: Conquer National Bank - Updated P10

Postby n00blet on Mon Mar 16, 2009 9:45 pm

a.sub wrote:
n00blet wrote:
a.sub wrote:[cough] BUMP [/cough]

Best way to bump is with an update.
I don't think much can or needs to be said about graphics at this point besides "make it look almost like a map."
Maybe you could try integrating one of those floorplans?

i dont mean to be difficult but im confused what you mean by
"make it look almost like a map."
the lastest version even has army numbers
Sorry, obviously that was not clear. I meant beef up the graphics, and make a decision as to what direction you are taking with the map. Are you going to make it an aerial view of gangsters holding guns and carts in a bank? A floorplan with red ink sketching out where and how the gangsters are going to make their attack? Something entirely different? Once you've made that decision, we can give far more constructive criticism, and if it turns out that the idea isn't working out as you'd hoped,you can just try a different one. At this point, all we can comment on is the shades of blue in the background ;)

And speaking of shades of colors, I still say a gangster with a pink gun would be inherently far more intimidating, because you would have to worry about their stability of mind....But do as you will :D
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Re: Conquer National Bank - Updated P10

Postby ustus on Mon Mar 16, 2009 10:52 pm

n00blet wrote:
a.sub wrote:
n00blet wrote:
a.sub wrote:[cough] BUMP [/cough]

Best way to bump is with an update.
I don't think much can or needs to be said about graphics at this point besides "make it look almost like a map."
Maybe you could try integrating one of those floorplans?

i dont mean to be difficult but im confused what you mean by
"make it look almost like a map."
the lastest version even has army numbers
Sorry, obviously that was not clear. I meant beef up the graphics, and make a decision as to what direction you are taking with the map. Are you going to make it an aerial view of gangsters holding guns and carts in a bank? A floorplan with red ink sketching out where and how the gangsters are going to make their attack? Something entirely different? Once you've made that decision, we can give far more constructive criticism, and if it turns out that the idea isn't working out as you'd hoped,you can just try a different one. At this point, all we can comment on is the shades of blue in the background ;)


well, it looks solid as is now, but i do very much like the idea of an attack route. makes it feel more like a heist. I'm thinking to go with the blueprint sticking with a plan is better than trying to put actual gangsters on here. hmm... there's potential there. idk if a.sub and lzrman want to change their plan that much...

n00blet wrote:And speaking of shades of colors, I still say a gangster with a pink gun would be inherently far more intimidating, because you would have to worry about their stability of mind....But do as you will :D


:roll: you still have yet to respond to my suggestion of a bloody crimson. I think crimson would be sufficiently intimidating, as it would set the mind on blood ;)
I'm impressed with your tenacity, and you've given some good arguments for pink guns (nice thinking, i didn't see any of those.) but i still say any shade of red is better.
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Re: Conquer National Bank - Updated P10

Postby lzrman on Mon Mar 16, 2009 11:05 pm

Lets do Pink! Guns! and Lollipop Alarms (Yellow)
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Re: Conquer National Bank - Updated P10

Postby a.sub on Tue Mar 17, 2009 11:39 pm

yeah i have no intention of completely changing the image
i like the blue print idea as is
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Re: Conquer National Bank - Updated P10

Postby ustus on Wed Mar 18, 2009 8:44 am

a.sub wrote:yeah i have no intention of completely changing the image
i like the blue print idea as is



I think this makes the most sense, but i don't think it would be too hard to add some details to make it feel more like you're looking at someone's plans for a bank heist rather than just a blank blueprint, especially with all the names on there. the only worry i have is that it could get a bit confusing.
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Re: Conquer National Bank - Updated P10

Postby a.sub on Wed Mar 18, 2009 10:08 am

ustus wrote:
a.sub wrote:yeah i have no intention of completely changing the image
i like the blue print idea as is


I think this makes the most sense, but i don't think it would be too hard to add some details to make it feel more like you're looking at someone's plans for a bank heist rather than just a blank blueprint, especially with all the names on there. the only worry i have is that it could get a bit confusing.


i agree with this, but i honestly dont see very many things that i should add that would significantly improve the looks without over crowding the map. even without all the names the map seems relatively crowded as is.
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Re: Conquer National Bank - Updated P10

Postby n00blet on Wed Mar 18, 2009 11:37 am

a.sub wrote:
ustus wrote:
a.sub wrote:yeah i have no intention of completely changing the image
i like the blue print idea as is


I think this makes the most sense, but i don't think it would be too hard to add some details to make it feel more like you're looking at someone's plans for a bank heist rather than just a blank blueprint, especially with all the names on there. the only worry i have is that it could get a bit confusing.


i agree with this, but i honestly dont see very many things that i should add that would significantly improve the looks without over crowding the map. even without all the names the map seems relatively crowded as is.
Then don't add. Just spruce up what you've already got. Add shadowing, maybe add a frayed corner. Make wrinkles in the map, add the light blue lines that are traditional for a blueprint. As of now it a blue square with so many lines and circles (no offense) :D
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Re: Conquer National Bank - Updated P10

Postby a.sub on Wed Mar 18, 2009 12:08 pm

n00blet wrote:(no offense)

none taken, and i shall try what you said and "spruce'' shit up :)
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Re: Conquer National Bank - Updated P10

Postby a.sub on Wed Mar 18, 2009 12:50 pm

UPDATES:
***Made the paper's texture more noticeable (yeah it did exist before but was DAMN near impossible to see)
***Made the bottom left corner ripped (does it look realistic)
***Made the "By LzrMan and A.Sub" thing on the stick of dynamite :)


Click image to enlarge.
image
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Re: Conquer National Bank - Updated P10

Postby ustus on Wed Mar 18, 2009 1:05 pm

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...
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Re: Conquer National Bank - Updated P10

Postby a.sub on Wed Mar 18, 2009 2:22 pm

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
:?: :?: :?:
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Re: Conquer National Bank - Updated P10

Postby rishaed on Wed Mar 18, 2009 2:31 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
:?: :?: :?:

sounds good..i'll give more suggs when i get home where i can actually see the pictures :roll:
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Image
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Re: Conquer National Bank - Updated P10

Postby tlane on Wed Mar 18, 2009 2:36 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
:?: :?: :?:


you could make the names different colors but you could not use the same name in 2 different places, with different colors. It wouldn't work!

this looks great so far and should at least be stickied

TL
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