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isaiah40 wrote:Nah, I don't think I'll move it just yet
Orc666 wrote:I like the idea of a Zombie map but don't make it too complicated please !
tkr4lf wrote:Hmmm.
Well, it certainly looks nice. I like how you did the legend this time.
It's much simpler now. I guess whether that's a good thing or a bad thing depends on individual preferences.
I do have to say that I really liked the plethora of bonuses you had before. But, with it being a bit simpler, it will probably appeal to more players and probably be a bit easier to get it through the foundry, instead of spending months upon months trying to work out the gameplay and bonuses.
Still a great looking map and one that I will definitely play once it reaches beta. Great job, Koontz! Glad to see you working on it again.
nolefan5311 wrote:I think you need to make the medicine regions more conspicuous, and also on the mini map make the different bonus zones a little more distinguishable. For example, are the Conference Rooms part of Admin bonus? Is the infirmary part of the Lab bonus? And the Lounges...are those part of the Dorms or Labs?
nolefan5311 wrote:Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.
isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?
koontz1973 wrote:isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?
Planning to add them as soon as I find a willing volunteer. Either that or wait till one of my students misbehaves at school.
isaiah40 wrote:koontz1973 wrote:isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?
Planning to add them as soon as I find a willing volunteer. Either that or wait till one of my students misbehaves at school.
I hope that isn't a reference to using actual bloody fingerprints!?
koontz1973 wrote:nolefan5311 wrote:nolefan5311 wrote:Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.
Remember, every territ on this has a decay (-1 or -2) apart from special regions like guns and medicine. So in a game, you will lose more troops per round than gain. This will mean players need to really think about drops and where they go from their, simulates the virus attacking the body as well. This is one of those things that will either make the map great or a total waste of space. Never been done before but if you can think up a very good reason to remove it, I will.
ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.
koontz1973 wrote:ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.
What is wrong with stucco for the background and marble for the map?
koontz1973 wrote:New background. Glows. Mini map. Moved some icons around.
Funkyterrance wrote:The background and other changes are an improvement for sure. It looks more finished already.
nolefan5311 wrote:I think the knife, pistol, and medicine symbols need to be more pronounced. For medicine, I only see 4, so perhaps just make those rooms different colors, and call them like Pharmacy 1, 2, and 3, or something like that?
nolefan5311 wrote:Also, for the regions with two names in them (Security 1/Security 2, Manager 3/Sec 4, Sec 1/Manager 1, etc), are these two separate regions? If so, can they both attack out into the hallway? If not, I think you need to draw a clear line showing they do not border the hallways. I see them in previous drafts...perhaps they just got lost in this latest one.
nolefan5311 wrote:"Virus Carries" should be "Virus Carriers", or better yet, "Infected".
nolefan5311 wrote:Also, I need to examine the conditional borders more, but I'll have to do that once everything else is sorted out. I'm still not keen on the 1 troops for every two regions. In 1v1, a player starts with 15 regions, so 7 troops. It's not hard to conceive me taking my opponent down to 11 regions and his drop to 5 for his first turn.
koontz1973 wrote:nolefan5311 wrote:Also, I need to examine the conditional borders more, but I'll have to do that once everything else is sorted out. I'm still not keen on the 1 troops for every two regions. In 1v1, a player starts with 15 regions, so 7 troops. It's not hard to conceive me taking my opponent down to 11 regions and his drop to 5 for his first turn.
But if you did that, you would end up leaving yourself vulnerable to a counter attack. To get him down to a 5 drop, you need to take 6 regions. 17-6=11=5 drop. Dice would need to be bloody good for that as that would be 15 troops to knock out in one round. Been thinking about this one though as you seem unhappy with it. how about the bonuses go like Route66 and the Vertex/Austrum maps. +1 for every 4 connected in a bonus zone. Keep the 3 bonus zones only though. This would mean hallways become part of the bonus zones for each of the 3 areas.
Hallways 1-8 admin only, 9-15 dorms and labs, 16-20 labs only.
Doing this though, I will keep the decays as is and the drops will still be a random 15 max now including the hallways (previous thoughts was to have these all start neutral).
Update tomorrow.
I'm dropping 7 that's 10 troops to take 9,
standard continent bonuses
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