Moderator: Cartographers
ustus wrote:well hey, if nobody else objects, then i think you're good with those numbers, go ahead and update it, neh?
Hopscotcher wrote:This to me is definitely a map that will need some tweeking, but We won't really know exactly how until we play on it!
The fact that the neutrals are low appeals to me. I hate maps with high neuts just to make it easier for the person with the best luck.
anyway, why don't you push the appropriate buttons and we'll all jump in on it lol
ttfn,
Hops
a.sub wrote:gladly but ... where do i find the army numbers for everything other than 88's?
a.sub wrote:carts 2
alarms 1
thugs 3
doors 4
car 4
a. significant knowledge of graphics tools and techniques,
b. the willingness to consider and respond appropriately to critical feedback
c. the ability to make multiple changes based on ongoing feedback
d. a solid understanding of the Foundry standards and process.
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
a.sub wrote:Named everyone and changed the font
ustus wrote:a.sub wrote:Named everyone and changed the font
named everyone? nope. Not the thugs. Other than that... DRAAAAAAAAAAAAFT SSSSSSSSTAAAAAAAAAAMP!!!!!
Rocketry wrote:Any chance you could lighten the image up a touch? It looks a little dark to me. I love the design!
Rocket.
ustus wrote:is major on there four times for a reason? is that a reference to something i should know?
Catch 22?
I'd say go with the first font, looks more like it's been written on. However, i'm not thinking the yellow color looks written on, so if you're feeling incredibly nit-picky, see if you can find a more pen or pencil or chalk or other writing utensil-like color? but only if you feel like it. Not really necessary.
i was thinking of a more tedious yet might-be-worth-it idea ... ill do it (its summer i have time lol) and tell me what you guys think
As i think i've said before, one thing i love about this map is the darker color scheme, i feel like a lot of common maps are so bright that they start to feel a little washed out when my screen brightness is up. (no, i won't be more specific, i don't remember which maps made me feel that way...)
thank you
While i'm nit picking, the wood seems a bit red to me, could you turn that down in the hue-sat? just a bit less red. Though maybe i'm wrong. I just haven't seen a desk quite that shade. Love the woodgrain feel there, btw.
a.sub wrote:i was thinking of a more tedious yet might-be-worth-it idea ... ill do it (its summer i have time lol) and tell me what you guys think
a.sub wrote:ustus wrote:That would work, it allows you to hold a stash and still not lose any reinforcements (leave one on the stash, stock a spot you have to use to get to the stash). I also like the thug upgrade, but will that make a player too powerful if they just seek out thugs? and what did you decide about starting positions?
well i doubt it since i will prolly make the thugs neutral 2 to start with
speaking of which
i think thugs will be a neutral 3 to start with
and cash/alarms will be a neutral 1
all vault doors will be a neutral 3 or 4 im not sure
thoughts?
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