kk ill make money bags and tommy gun tags
[Abandoned] - Conquer National Bank
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Re: Conquer National Bank - Updated P25
well if i did that wouldnt i have to remove the police from the inside?
kk ill make money bags and tommy gun tags
kk ill make money bags and tommy gun tags
Re: Conquer National Bank - Updated P25
K are we happy now you thankless bastards!!!!
jk lol
all criticism is appreciated
anyway i really would like gameplay to be the main concern plz
EDIT: forgot the damn pic lol

jk lol
all criticism is appreciated
anyway i really would like gameplay to be the main concern plz
EDIT: forgot the damn pic lol
- Hopscotcher
- Posts: 733
- Joined: Wed Oct 29, 2008 9:06 pm
- Gender: Male
- Location: Colorful Colorado
Re: Conquer National Bank - Updated P25
OK. I love the look and feel of this map. It's kind of a cross between Supermax and Iwo Jima lol.
My main concern upon first looking at it is that moving around is going to be a pain. Have you ever played the boardgame Talisman? It's fun until someone starts winning. That's kind of what this looks like.
I'm not sure the money carts should be booby trapped. What if the doorways required lookouts? that would make it harder for another player to block you getting past them. of course, there's not that many doorways, so... making it harder to hold the money-carts is cool.
I might offer a suggestion. What if there were alarms with little drawn red buttons and If someone is holding three of those, they stop the getaway car? Not sure if i like that idea... just throwing it out there.
I also think it would be cool if the bank robbers had code names instead of kenny and so on and so forth.
hope some of that is useful to you,
Hops
My main concern upon first looking at it is that moving around is going to be a pain. Have you ever played the boardgame Talisman? It's fun until someone starts winning. That's kind of what this looks like.
I'm not sure the money carts should be booby trapped. What if the doorways required lookouts? that would make it harder for another player to block you getting past them. of course, there's not that many doorways, so... making it harder to hold the money-carts is cool.
I might offer a suggestion. What if there were alarms with little drawn red buttons and If someone is holding three of those, they stop the getaway car? Not sure if i like that idea... just throwing it out there.
I also think it would be cool if the bank robbers had code names instead of kenny and so on and so forth.
hope some of that is useful to you,
Hops
Re: Conquer National Bank - Updated P25
they're not carts anymore, i suggest not calling them carts on the map. Perhaps money stashes, or money bags? since the image is bags that might be best, but it sounds... wrong to me. Idk why maybe i just don't expect banks to actually have money bags lying around... (is that right? or should it be laying? i think i got it right, but that one always confuses me a little...)
Looks good, i think i've said a couple times now, i don't think I'm qualified to say anything about game play, but if something comes to mind i'll blurt it out... best of luck!
Looks good, i think i've said a couple times now, i don't think I'm qualified to say anything about game play, but if something comes to mind i'll blurt it out... best of luck!
Re: Conquer National Bank - Updated P25
im putting this on a short vacation because of some sad personal reasons
Re: Conquer National Bank - Updated P25
hey all, with much help from a good friend of mine, ive decided to get back to map making 
however i have lost track of what i was doing, so if we could just start back from this post
so things on where is should remove/add/move the thugs and alarms
names for the Thugs can come later
however i have lost track of what i was doing, so if we could just start back from this post
start from here
a.sub wrote:K are we happy now you thankless bastards!!!!![]()
![]()
jk lol![]()
![]()
all criticism is appreciated![]()
anyway i really would like gameplay to be the main concern plz
EDIT: forgot the damn pic lol![]()
names for the Thugs can come later
- ppgangster
- Posts: 557
- Joined: Thu Jan 15, 2009 12:17 am
Re: Conquer National Bank - Updated P25
Welcome back!
Re: Conquer National Bank - Updated P25
thanksppgangster wrote:Welcome back!
- thenobodies80
- Posts: 5401
- Joined: Wed Sep 05, 2007 4:30 am
- Gender: Male
- Location: Milan
Re: Conquer National Bank - Updated P25
Welcome back!
After some dirty work the map now has a cleaner look, and i'm very happy
Now we have to fix a bit the gameplay...
I spent a lot of time looking your map...but i can't understand how this map works.
I'm thinking about a bank heist....everything planned...
There're obviously two point of view.
First: The police/guards, they will do everything not to have a bak robbery. So i think guards have to be placed in some vital points on the map:
- In front of the vault door, where is now kenny
- On entrance (Sgt.Ed)
- In the vault
- In front of the back door (now there's a thug)
- In front of the rooms with carts (for example where now there's George)
Guards are starting neutrals?
Second: Thugs have to be placed where they can give a real support for players:
- Near the back door
- In the main hall
- Near the "get away car"
- Not in the vault
Then, some links are only dead end or foolish ways, i try to explain better...why i have to pass throught "private avl" and have a -1 bonus when i can pass from laura and then thug and have a +1 bonus
(this one is only an example)
I'm of the opinion that the vault door has to be harder to pass than the back door, if not why i have to search a back door?
The whole map is full of links, like tha map is saying to you: go everywhere you want, see everywhere, try to find the carts....i don't know how banks are there in USA, but here when i come into a bank there're few places where i can go.
So try to think the map with a planned sequence. (bank heist=plan)
It's a bank, you're a banker, a defence plan is needed, you have X guards, where do you think you have to place them?
You're a robber, there's a map with a bank and guards are pointed out on the map....find the best way to do a perfect bank heist...where do you can place the helpful thugs?
Now you have only to place few employers, few unlucky customers and your players
------------------------------------------------------------------------------------
Some minor things:
You have to change the names for the carts, as suggested previous.
Why a cart is placed outside the bank? (cart4)
Finally, remember to update the first post
The first time i was here i said that this map has a lot of potential, and i'm still saying...
I hope to see it in the main foundry very soon
Come on guys!
After some dirty work the map now has a cleaner look, and i'm very happy
Now we have to fix a bit the gameplay...
I spent a lot of time looking your map...but i can't understand how this map works.
I'm thinking about a bank heist....everything planned...
There're obviously two point of view.
First: The police/guards, they will do everything not to have a bak robbery. So i think guards have to be placed in some vital points on the map:
- In front of the vault door, where is now kenny
- On entrance (Sgt.Ed)
- In the vault
- In front of the back door (now there's a thug)
- In front of the rooms with carts (for example where now there's George)
Guards are starting neutrals?
Second: Thugs have to be placed where they can give a real support for players:
- Near the back door
- In the main hall
- Near the "get away car"
- Not in the vault
Then, some links are only dead end or foolish ways, i try to explain better...why i have to pass throught "private avl" and have a -1 bonus when i can pass from laura and then thug and have a +1 bonus
I'm of the opinion that the vault door has to be harder to pass than the back door, if not why i have to search a back door?
The whole map is full of links, like tha map is saying to you: go everywhere you want, see everywhere, try to find the carts....i don't know how banks are there in USA, but here when i come into a bank there're few places where i can go.
So try to think the map with a planned sequence. (bank heist=plan)
It's a bank, you're a banker, a defence plan is needed, you have X guards, where do you think you have to place them?
You're a robber, there's a map with a bank and guards are pointed out on the map....find the best way to do a perfect bank heist...where do you can place the helpful thugs?
Now you have only to place few employers, few unlucky customers and your players
------------------------------------------------------------------------------------
Some minor things:
You have to change the names for the carts, as suggested previous.
Why a cart is placed outside the bank? (cart4)
Finally, remember to update the first post
The first time i was here i said that this map has a lot of potential, and i'm still saying...
I hope to see it in the main foundry very soon
Come on guys!
Last edited by thenobodies80 on Mon May 25, 2009 6:12 pm, edited 1 time in total.
Re: Conquer National Bank - Updated P25
have i mentioned that yoru post are amazing?
well done and thanks!
i shall get cracking on them asap
the alarms will have a neutral value of 1
the thugs will have one of 4 (give or take)
so although you could go for the bonus of +1 you would have to go through almost 4x as many neutrals
well done and thanks!
i shall get cracking on them asap
as for this i think it ill make sense if i explain itthenobodies80 wrote: Then, some links are only dead end or foolish ways, i try to explain better...why i have to pass throught "private avl" and have a -1 bonus when i can pass from laura and then thug and have a +1 bonus(this one is only an example)
I'm of the opinion that the vault door has to be harder to pass than the back door, if not why i have to search a back door?
The whole map is full of links, like tha map is saying to you: go everywhere you want, see everywhere, try to find the carts....i don't know how banks are there in USA, but here when i come into a bank there're few places where i can go.
So try to think the map with a planned sequence. (bank heist=plan)
the alarms will have a neutral value of 1
the thugs will have one of 4 (give or take)
so although you could go for the bonus of +1 you would have to go through almost 4x as many neutrals
someone has to set off the charges- In front of the back door (now there's a thug)
Re: Conquer National Bank - Updated P25
I think i got most of them
-
LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer National Bank - Updated P25
i don't think that tlane fits with the rest of the names
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 - Updated P25
but LED ZEPPELINER does rightLED ZEPPELINER wrote:i don't think that tlane fits with the rest of the names
-
LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer National Bank - Updated P25
did i say that, i think not. it does sound kinda catchy thougha.sub wrote:but LED ZEPPELINER does rightLED ZEPPELINER wrote:i don't think that tlane fits with the rest of the names![]()
![]()
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 - Updated P25
maybe next update
Re: Conquer National Bank - Updated P25
I think it would be perfectly acceptable to name a gangster noob. 
Re: Conquer National Bank - Updated P25
haha not noob, but maybe "New Guy"
Re: Conquer National Bank - Updated P25
How about...the N00 Guy?a.sub wrote:haha not noob, but maybe "New Guy"
It's a homonym and an easter egg all rolled into one!
Re: Conquer National Bank - Updated P25
mayben00blet wrote:How about...the N00 Guy?a.sub wrote:haha not noob, but maybe "New Guy"
It's a homonym and an easter egg all rolled into one!
remind me when i put in the gangsta names
Re: Conquer National Bank - Updated P25
If it's a sticky, why do you need to bump it?a.sub wrote:bump
Re: Conquer National Bank - Updated P25
n00blet wrote:If it's a sticky, why do you need to bump it?a.sub wrote:bump`
epic fail on my part lol
- Hopscotcher
- Posts: 733
- Joined: Wed Oct 29, 2008 9:06 pm
- Gender: Male
- Location: Colorful Colorado
Re: Conquer National Bank - Updated P25
I personally feel there are too many neutral starting positions. In multi-player, i see a lot of first turn kills. Bank jobs are inherently messy. I think the doors, stashes, and getaway car should start off neutral. The rest should be playable positions.
A plus one on your turn isn't game breaking and neither is a -1. Besides, you might not want to take over a -1 guard and instead wait for that player to dwindle down. If eight players were on this map, they'd each start out with what? 2 positions starting out. This to me is not appealing.
An idea you might consider is this: autodeploy of +1 on thugs and guards for every 2 other thug or guard you have. So if you have three guards, all your guards get +1 at start of turn. Maybe +2.
The way this map is set up now, I wouldn't even look at a bonus until the guy next to me was outta there. I don't see anyone bothering with bonuses in a 2 player game. but that's just me
Also: if you keep it the way it is, anyone who drops on Anthony is going to stack for the Gangster next to him. There's no neighbor to Anthony, so it's pretty much a safe position.
Looks really cool over all!
ttyl,
Hops
A plus one on your turn isn't game breaking and neither is a -1. Besides, you might not want to take over a -1 guard and instead wait for that player to dwindle down. If eight players were on this map, they'd each start out with what? 2 positions starting out. This to me is not appealing.
An idea you might consider is this: autodeploy of +1 on thugs and guards for every 2 other thug or guard you have. So if you have three guards, all your guards get +1 at start of turn. Maybe +2.
The way this map is set up now, I wouldn't even look at a bonus until the guy next to me was outta there. I don't see anyone bothering with bonuses in a 2 player game. but that's just me
Also: if you keep it the way it is, anyone who drops on Anthony is going to stack for the Gangster next to him. There's no neighbor to Anthony, so it's pretty much a safe position.
Looks really cool over all!
ttyl,
Hops
Re: Conquer National Bank - Updated P25
hmmm... so if two players start next to each other, and one goes first with two +1 bonuses (which wouldn't be too improbable) and the other starts with a -1 or two (or, God forbid, 3!) we're talking about the first person getting a minimum of +5 their first turn, and possibly hitting the second, who could be getting only 1 reinforcement, i think this sounds like a disaster. I think at the very least, the minus one needs to start neutral, unless i'm wrong and even on 8 player the map starts everyone with more than 12 terits... in which case we're still looking at a possible difference in starting reinforcements of up to 5 or 6 if someone gets really unlucky. I think that's a big enough difference to at least screw up the game experience, no fun to start that far behind unless the person who starts ahead plays really dumb and you manage to win from that start. Just a thought (sorry i've kinda dissapeared... i spend no time at my computer now that i'm home from college. Glad to see this is still progressing, keep up the good work. And don't bump the sticky thread
)
Re: Conquer National Bank - Updated P25
i see both sides
if they start off neutral:
not enough starting positions gives player 1 a MASSIVE advantage
if they dont:
who ever stars with more robbers and less alarms already won
SO
what if instead of troop advantages you get ability advantages
they both reset to neutrals each turn but all gunners can "shoot" all other gunners (like portals if you will)
if they start off neutral:
not enough starting positions gives player 1 a MASSIVE advantage
if they dont:
who ever stars with more robbers and less alarms already won
SO
what if instead of troop advantages you get ability advantages
they both reset to neutrals each turn but all gunners can "shoot" all other gunners (like portals if you will)

