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[Abandoned] Escape [19/5] Pages 1/9

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Re: Escape [9/2] V12 P1/7

Postby ManBungalow on Sun Feb 10, 2013 2:39 pm

Changing the background makes a big difference.

I'll be back with more comments some point soon.
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Re: Escape [9/2] V12 P1/7

Postby frankiebee on Tue Feb 12, 2013 4:35 pm

Very cool theme and map!
One question pops in my mind. Is it the objective to reach the helipad as first player or do you have to hold it for 1 turn to win. Most maps with an objective requires to hold a certain area for 1 turn. If this is the case on this map, i think it should be a bit clearer in the map description, because when I read the map, I got the feeling that when you reach the helipad you win instantly.

Can't wait to play this one!
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Re: Escape [9/2] V12 P1/7

Postby nolefan5311 on Mon Feb 18, 2013 9:29 am

frankiebee wrote:Very cool theme and map!
One question pops in my mind. Is it the objective to reach the helipad as first player or do you have to hold it for 1 turn to win. Most maps with an objective requires to hold a certain area for 1 turn. If this is the case on this map, i think it should be a bit clearer in the map description, because when I read the map, I got the feeling that when you reach the helipad you win instantly.

Can't wait to play this one!


Any map with a winning condition requires that the player hold it until the start of their next turn, and this map isn't any different. However, perhaps you can come up with some wording, koontz, to make it clearer?

Looking forward to your update...think it's pretty close to being moved up.
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Re: Escape [3/2] V11 P1/6

Postby iancanton on Wed Feb 27, 2013 5:25 pm

koontz1973 wrote:So you only get 7 troops to start with on the first drop. You lose one, so if you place them all on one region, you only get to attack with 9. You will need to take two lots of threes to get player 2 down to a drop of 6.

aren't both players in 1v1 virtually certain to start with 1 or 2 of the admin, dorm or labs bonuses? if so, it'll be probable that u're able to knock out the other player's bonus.

ian. :)
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Re: Escape [9/2] V12 P1/7

Postby koontz1973 on Thu Feb 28, 2013 12:26 am

Sorry guys, trying to get an update out, but it is going slower than I hoped. Every time I solve a problem, another crops up.
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Re: Escape [9/2] V12 P1/7

Postby -=- Tanarri -=- on Thu Feb 28, 2013 10:48 pm

Hey Koontz and Nolefan, interesting looking map here and I look forward to playing it one day :)

Just a quick note for something I caught while looking at the map: The bottom right note, where it gives the story, it says 'Closits connect', whereas it should be 'Closets connect'. Keep up the great work :)
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Re: Escape [9/2] V12 P1/7 Vacation please.

Postby koontz1973 on Sat Mar 02, 2013 2:41 am

Bung this on vacation for a while please guys. I am having trouble finding the time to work on it. Should get back to it in a few months though.
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Re: Escape [9/2] V12 P1/7 Vacation please.

Postby isaiah40 on Sat Mar 02, 2013 9:54 am

[Moved]

At the request of the mapmaker, this map has been placed on vacation for a period of 6 months. After the 6 months the map will be considered Abandoned. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

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Re: * [Vacation valid until Sept 2013] Escape

Postby koontz1973 on Sun Apr 07, 2013 7:18 am

Can we move this back into the foundry please.
OK, I think I got all of the things and sorted out most problems. Fixed all spellings and what not. Added the winning condition in plain English, changed to normal reinforcements of 1/3, min of 3. The only thing now is to decide how to deploy initial forces.
show: idea 1

show: Idea 2

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show: neutrals
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Re: * [Vacation valid until Sept 2013] Escape

Postby isaiah40 on Mon Apr 08, 2013 9:50 pm

[Moved]

Welcome back to the Main Foundry!!
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Re: Escape [9/4] Pages 1/9

Postby koontz1973 on Mon Apr 08, 2013 10:03 pm

Thanks isaiah for the move. OK, not much done graphically for this since hiatus, but I would like to focus on GP for now only.

Any suggestions for this now.
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Re: Escape [9/4] Pages 1/9

Postby nolefan5311 on Fri Apr 12, 2013 10:31 am

I prefer the first idea koontz. 3 regions per player, so there is no bonus dropping. I also like the bonus structure for the 3 zones.

Maybe you can start regions off at 4 or 5, to offset the -1 decay for regions? So players can drop 3 onto a 4 or 5 stack to begin attacking?

I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4
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Re: Escape [9/4] Pages 1/9

Postby koontz1973 on Fri Apr 12, 2013 1:15 pm

nolefan5311 wrote:I prefer the first idea koontz. 3 regions per player, so there is no bonus dropping. I also like the bonus structure for the 3 zones.

I do as well. Give a more alone feeling, mainly in foggy games. Head round a corner and hit a stack will be like coming face to face with a hoard of zombies.
nolefan5311 wrote:Maybe you can start regions off at 4 or 5, to offset the -1 decay for regions? So players can drop 3 onto a 4 or 5 stack to begin attacking?

Again, a good idea. I like the five. This will allow the decay and still give enough troops to head out and attack.
nolefan5311 wrote:I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4

Not sure. I understand the reason, but most offices would not have barriers between these sort of areas in every office where space is tight. How to do the dorm rooms and the lounge areas? Would bringing out the blood trails more help I wonder and have the army circles on the trails.

Thanks nole. Vote large. :D
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Re: Escape [9/4] Pages 1/9

Postby nolefan5311 on Fri Apr 12, 2013 1:29 pm

koontz1973 wrote:
nolefan5311 wrote:I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4

Not sure. I understand the reason, but most offices would not have barriers between these sort of areas in every office where space is tight. How to do the dorm rooms and the lounge areas? Would bringing out the blood trails more help I wonder and have the army circles on the trails.


I only say this because it's a little ambiguous if the interior of the two regions attack out into the hallway as well (Security 2, Finance 1, Manager 3). Similarly, do Dorms 1, 2, 3, 4, and 5 all border each other, and all attack out into the hallway, and do they all border Lounge 1, 2, and 3? Or do they only border regions adjacent along the blood trail? If so, perhaps you need to make the blood trail a little more conspicuous.
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Re: Escape [9/4] Pages 1/9

Postby koontz1973 on Fri Apr 12, 2013 1:32 pm

nolefan5311 wrote:
koontz1973 wrote:
nolefan5311 wrote:I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4

Not sure. I understand the reason, but most offices would not have barriers between these sort of areas in every office where space is tight. How to do the dorm rooms and the lounge areas? Would bringing out the blood trails more help I wonder and have the army circles on the trails.


I only say this because it's a little ambiguous if the interior of the two regions attack out into the hallway as well (Security 2, Finance 1, Manager 3). Similarly, do Dorms 1, 2, 3, 4, and 5 all border each other, and all attack out into the hallway, and do they all border Lounge 1, 2, and 3? Or do they only border regions adjacent along the blood trail? If so, perhaps you need to make the blood trail a little more conspicuous.

Now I understand. Less ambiguous. Just make it clearer what attacks what then. I will redo the trails and bring them out a tad so it will all be in a line with the odd on going on to attack more than one in the larger areas like the dorm and atrium.
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Re: Escape [9/4] Pages 1/9

Postby Teflon Kris on Fri Apr 12, 2013 3:36 pm

Sorry - not followed the discussion at all but have a few comments:

    Same font for region names as per legend would be cool ;-)

    Key idea (conditional borders) is very cool.

    Objective: "Hold helipad for one turn to ESCAPE and win"

:-)
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Re: Escape [9/4] Pages 1/9

Postby koontz1973 on Fri Apr 12, 2013 9:05 pm

DJ Teflon wrote:Sorry - not followed the discussion at all but have a few comments:

    Same font for region names as per legend would be cool ;-)

    Key idea (conditional borders) is very cool.

    Objective: "Hold helipad for one turn to ESCAPE and win"

:-)

Thanks, about the font, does not work well small. I will test it though when I come to do te small map though to see how bad it looks though.
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Re: Escape [9/4] Pages 1/9

Postby Teflon Kris on Sat Apr 13, 2013 6:03 am

Another idea: Maybe change Closets to Stairways & "Stairways connect via basement"?
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Re: Escape [9/4] Pages 1/9

Postby koontz1973 on Sat Apr 13, 2013 7:17 am

DJ Teflon wrote:Another idea: Maybe change Closets to Stairways & "Stairways connect via basement"?

Me like that. Another spooky aspect.
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Re: Escape [7/5] Pages 1/9

Postby koontz1973 on Tue May 07, 2013 1:24 am

Very minor update. Just minor things done. Been busy. Will get round to doing all things soon.

New notes.
7 randomly deployed troops per player only.
All regions start with 4 so as to counter the first round of decays.
Reinforcements will now be at 1/3 which is normal and will have a minimum of 3, max of 10 though to be added.
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Re: Escape [7/5] Pages 1/9

Postby Seamus76 on Tue May 07, 2013 8:55 am

You're becoming a master of conditional borders. =D>

I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.
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Re: Escape [7/5] Pages 1/9

Postby koontz1973 on Tue May 07, 2013 9:36 am

Seamus76 wrote:You're becoming a master of conditional borders. =D>

I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.

Correct, you would never tell that they are the same colour. Added to the list of things to do.
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Re: Escape [7/5] Pages 1/9

Postby EricPhail on Fri May 10, 2013 6:33 am

When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?
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Re: Escape [7/5] Pages 1/9

Postby koontz1973 on Sat May 11, 2013 4:47 am

EricPhail wrote:When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?

Cannot remember. Would you like it back in?
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Re: Escape [7/5] Pages 1/9

Postby EricPhail on Sat May 11, 2013 2:13 pm

To be honest I kind of liked it, and assuming the helipad doesn't count as a room or reception (interesting side note here I'll come back to in a minute) would provide an interesting way to deny someone whos on the helipad the win (they fell to the virus on the pad, last gasp failure etc.) especially in trench games where with only one path to the helipad, once you take the pad you win otherwise.

Side note (re winning and losing conditions)
If the losing condition were kept/return and helipad not considered a room, but reception was the following question must be asked: You take the helipad, your opponent kills all your territories bar reception and helipad, you haven't lost yet as you have a room (reception) however when you start your turn do you:
A. win as you've held the winning condition for a turn
or
B. Lose as reception reverts to neutral meaning you've succumbed to the virus

In other words which happens 1st reversion of killer neutrals, so death, or winning check so you win?


So in conclusion yes I'd like that condition back (with the required proviso that neither reception nor the helipad count as 'rooms' for the purposes of that condition)
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