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Crazy Frog wrote:We were playing Madhouse the other day and I had the thought of a theme park we once went to... If cleaned up a bit... maybe simplified some too... this would make a great idea for a map.
http://hfeimages.aristotle.net/General/SDC%20Map1114.pdf
AndyDufresne wrote:Crazy Frog wrote:We were playing Madhouse the other day and I had the thought of a theme park we once went to... If cleaned up a bit... maybe simplified some too... this would make a great idea for a map.
http://hfeimages.aristotle.net/General/SDC%20Map1114.pdf
In general, I think a Theme Park Map would be a pretty cool addition to our maps, in the 'outside the box of geography' category. I can see a lot of fun potential with roller coasters, water rides, the usual miniature train ride around the park, and a load of other usual theme park rides---not to mention food stalls/stands, and other entertainment venues like arcades or live shows...
I'd like to see someone take up a Theme Park idea!
--Andy
Industrial Helix wrote:Being that I live next to the amusement Park with the most rollercoasters in the country... I'd love an Amusement Park map... Perhaps you could make it a conquer style map.
For example... there are eight rollar coaster enthusiasts that are starting positions... they must make their way through the park... BUT the starting positions decay by one man per round. Players must capture food stands for extra men to "feed" their starting position becuse if it decays to 0, then Game over. However there is also a fun factor, where for each Rollar Coaster captured a bonus is awarded. And players can deploy the extra men on their stsrting position to stay alive. All rides start as neutral (reflecting long lines and waiting times). Smaller or more boring rides have lower neutrals to take on (cause their lines are usually short). But the major thrill rides have giant lines and high neutrals). Players could maybe buy a quick ride pass (lots of neutrals, but big payoff) and, only connected to the starting positions. Other things, like ATMs or games offer a quick means of getting a bonus to cpture a ride. Merchandise is a drain on money and time and the shops yield a negartive troop amount.
Victor Sullivan wrote:Industrial Helix wrote:Being that I live next to the amusement Park with the most rollercoasters in the country... I'd love an Amusement Park map... Perhaps you could make it a conquer style map.
For example... there are eight rollar coaster enthusiasts that are starting positions... they must make their way through the park... BUT the starting positions decay by one man per round. Players must capture food stands for extra men to "feed" their starting position becuse if it decays to 0, then Game over. However there is also a fun factor, where for each Rollar Coaster captured a bonus is awarded. And players can deploy the extra men on their stsrting position to stay alive. All rides start as neutral (reflecting long lines and waiting times). Smaller or more boring rides have lower neutrals to take on (cause their lines are usually short). But the major thrill rides have giant lines and high neutrals). Players could maybe buy a quick ride pass (lots of neutrals, but big payoff) and, only connected to the starting positions. Other things, like ATMs or games offer a quick means of getting a bonus to cpture a ride. Merchandise is a drain on money and time and the shops yield a negartive troop amount.
Territories can't decay to zero, but it's still a fantastic idea!
-Sully
thehippo8 wrote:Victor Sullivan wrote:Industrial Helix wrote:Being that I live next to the amusement Park with the most rollercoasters in the country... I'd love an Amusement Park map... Perhaps you could make it a conquer style map.
For example... there are eight rollar coaster enthusiasts that are starting positions... they must make their way through the park... BUT the starting positions decay by one man per round. Players must capture food stands for extra men to "feed" their starting position becuse if it decays to 0, then Game over. However there is also a fun factor, where for each Rollar Coaster captured a bonus is awarded. And players can deploy the extra men on their stsrting position to stay alive. All rides start as neutral (reflecting long lines and waiting times). Smaller or more boring rides have lower neutrals to take on (cause their lines are usually short). But the major thrill rides have giant lines and high neutrals). Players could maybe buy a quick ride pass (lots of neutrals, but big payoff) and, only connected to the starting positions. Other things, like ATMs or games offer a quick means of getting a bonus to cpture a ride. Merchandise is a drain on money and time and the shops yield a negartive troop amount.
Territories can't decay to zero, but it's still a fantastic idea!
-Sully
They can't but you can get negative redeployment ... it would certainly make you a sitting duck (better than Das Schloss where you have to wait for someone to win an objective and if no objective then the game can never end ... lol).
But also check this out
lostatlimbo wrote:If I recall correctly, there is an XML update called the "Key" that requires you to hold one territory in order to attack another.
It might be fun to use this and require players to hold a Ticket Booth in order to attack a roller coaster.
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