Moderator: Cartographers
00iCon wrote:It may seem obvious, but some factions are further from the choppers than others. The Machiavellans must pass 5 terr, whereas The Cruasders and Mad Doctors must only pass one. CCmaps should be as unbiased to the drop as possible.
00iCon wrote:Also, maybe the starting territory can actually be a decay of -1 since you actually eat, drink etc.
00iCon wrote:Ps. Redoubt is a really un-obvious name and not immediately recognisable, despite the obvious objective.
natty_dread wrote:Not sure about that overpass thing. Why are two of the factions directly connected when none of the others are? I would think this would put these two at a disadvantage...
However if you're still planning to do a mixed drop then the balancing of the factions probably won't matter that much.
b00kw0rm wrote:Is the redoubt troop decay, or normal territory? If it's decay, the drop shouldn't matter as much.
natty_dread wrote:You know... The word "chopper" reminds me of motorcycles and big bearded guys riding them... how about you just name it "helicopter storage" or something like that.
Evil DIMwit wrote:"Choppers" work fine as it is. Anyway, even if they were motorcycles instead, they'd have to be pretty badass motorcycles to be relevant in a zombie attack.
Industrial Helix wrote:No way. In the film Predator when Arnold screamed "get to the chopper!" nobody went looking for a damn motorcycle.
For further clarification, make the choppers more visible on the landing pad?
Evil DIMwit wrote:I suspect having the group called "People's Mob" not start in the "Mob HQ" might confuse some people. Aesthetically I certainly don't like it.
Evil DIMwit wrote:At any rate, nice map. I suspect it'd be interesting to play with 5 players, where 3 of the auto-deploys start neutral.
Evil DIMwit wrote:"Choppers" work fine as it is. Anyway, even if they were motorcycles instead, they'd have to be pretty badass motorcycles to be relevant in a zombie attack.
Evil DIMwit wrote:...
... It's odd to me that the Vestibule has an entrance since it's on the second floor
... .... Maybe you can add a couple spots where people can one-way jump out the second-story window? It wouldn't necessarily improve the gameplay but it would be pretty action.
One other thing: This really only might be an issue with some of the legend, but make sure everything can be legible when you shrink it down to small size.
00iCon wrote:Something rather striking is the fonts for People's Mob and The Anarcho-survivalists. Peoples Mob could be a bit less goofy, maybe Comic Sans. The Anarcho-survivalists should look a bit more radical.
apart from that i like the floor patterns! good job!
Top Dog wrote:perhaps lighten up the shadows in a few places other than that the map looks good... gameplay looks solid. Definitely change redoubt to something simple, I know you love ur word choice but I don't think it looks good there...
still think you should connect the territories cuz for example I have no definite idea where old bill or front office can attack... just try to make it more clear if you can...
I'm not sure if front office can attack death dealers or the kitchen or weapon locker or if you have to go through the records first or all of them??
MarshalNey wrote:Gotcha on the fonts. I agree on the Survivalists (did you like Anarcho-Survivalists better?) font, but I'm currently only using the GIMP defaults. As for the People's Mob, hmmmm... the font was meant to be sort of chaotic, but yeah I guess it's a little too goofy.
Thanks for sticking with the map, 00iCon, keep up the good feedback (any thoughts on the gameplay of the items?)
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