[Abandoned] - Conquer National Bank
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
-
LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer National Bank - Updated P10
i think that once they get all of their territs labeled this should be stickied, not yet
Re: Conquer National Bank - Updated P10
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? 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
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? 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
Re: Conquer National Bank - Updated P10
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 thata.sub wrote:i like the idea of naming them by where they areustus 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...
also what do u think of color coding the names too?
ie n00blet would be red/pink
main alarm would be green
![]()
![]()
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 pinkTisha wrote:blueprint font http://www.searchfreefonts.com/free/blueprint.htm
Re: Conquer National Bank - Updated P15
alright i shall start accepting more names by advertising lol 
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
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
- killerpit4e
- Posts: 312
- Joined: Thu Apr 24, 2008 4:39 pm
- Gender: Male
- Location: usa
- Contact:
Re: Conquer National Bank - Updated P15
- Added more names
- Labled Carts and Alarms
- Color coded carts and alarms
SMALL
LARGE
Where it began
Re: Conquer National Bank - Updated P16
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.
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.
Re: Conquer National Bank - Updated P16
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 roundlzrman 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.
and i need ~13 more names
-
LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer National Bank - Updated P16
first off, whats with the rip, second your small is just a shrunken version of the large
Re: Conquer National Bank - Updated P16
the rip is just an effect for kicksLED ZEPPELINER wrote:first off, whats with the rip, second your small is just a shrunken version of the large
yeah it was just to see if the names are still readable or should i use a better from for the small
-
LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer National Bank - Updated P16
i cant really read the names on the small ones
Re: Conquer National Bank - Updated P16
you think i should use a more legible font for that?LED ZEPPELINER wrote:i cant really read the names on the small ones
maybe the old font i had?
- ppgangster
- Posts: 557
- Joined: Thu Jan 15, 2009 12:17 am
Re: Conquer National Bank - Updated P16
If you want to add my name, go for it! We'll see what happens
(I kinda think the name suits the map
)
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
(I kinda think the name suits the map
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
Re: Conquer National Bank - Updated P16
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'.
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'.

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- rishaed
- Posts: 1051
- Joined: Fri Jul 20, 2007 8:54 pm
- Location: Somewhere in the Foundry forums looking for whats going on!
Re: Conquer National Bank - Updated P16
A.sub's doing the cartographic part and Lrzman is doing XML...i thinkMrBenn wrote: Can I just confirm who is actually working on this map? It isn;t clear from the 1st post in the thread!
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

- rishaed
- Posts: 1051
- Joined: Fri Jul 20, 2007 8:54 pm
- Location: Somewhere in the Foundry forums looking for whats going on!
Re: Conquer National Bank - Updated P16
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.

Re: Conquer National Bank - Updated P16
thx for the advice which i really liked, so here is the question i want to poseMrBenn 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
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
Re: Conquer National Bank - Updated P16
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).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
Re: Conquer National Bank - Updated P16
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
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
Re: Conquer National Bank - Updated P16
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
if anyone has any ideas on possible layout ideas feel free to post
till then ill take a whack at my own and post
Re: Conquer National Bank - Updated P16
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]

- reggie_mac
- Posts: 299
- Joined: Fri Nov 30, 2007 4:06 pm
- Location: Queenstown, NZ
- Contact:
Re: Conquer National Bank - Updated P16
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?
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?
Soviet Invaders: Space Invaders, it's not just a game
New Zealand Map - Foundry
"You can please all of the people some of the time, or some of the people all of the time, but not all of the people all of the time"
New Zealand Map - Foundry
"You can please all of the people some of the time, or some of the people all of the time, but not all of the people all of the time"
- Beko the Great
- Posts: 802
- Joined: Fri Oct 26, 2007 3:27 am
- Gender: Male
- Location: Best Score: 3555 pts - 22-11-2014
Re: Conquer National Bank - Updated P16
This is doing really nice but it would be nicer with my name on it 
Re: Conquer National Bank - Updated P16
Sorry for the late response, ISP problems 

i like the idea of putting a gun and some bullets, maybe replace the dumb pencil lol
ie
-A.Sub
thanksreggie_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.
i like the idea of putting a gun and some bullets, maybe replace the dumb pencil lol
its supposed to be a forced entry, if you look the territ is a bomb lolreggie_mac wrote: Also, would 'back door' be loading dock, or something like that (or what ever they call where the armored truck pulls up)
reggie_mac wrote:p.s can i be the janitor?
Send me a PM with your username and preferred name and ill put you onBeko the Great wrote:This is doing really nice but it would be nicer with my name on it
ie
Name: Reggie_Mac
Name on map: Janitor Reggie
-A.Sub
- Beko the Great
- Posts: 802
- Joined: Fri Oct 26, 2007 3:27 am
- Gender: Male
- Location: Best Score: 3555 pts - 22-11-2014
Re: Conquer National Bank - Updated P16
I sugest you change font at least at small map. The actual font is really hard to read.
Cheers
Cheers






