Moderator: Cartographers
EricPhail wrote:Map of region bonuses says "closits [sic] no bonus" should now read "stairs no bonus"
EricPhail wrote:Assuming the hallways start neutral, what is/will be the neutral value (if they are starting positions: how are you making sure all players start with a fair balance of rooms and halls - given the decay and losing condition?)
EricPhail wrote:one other thing I've noticed the area around hallway 20 has a lot of purple (dark blue what colour are you calling that keycard?) doors (might be an idea for the lab 3 or head scientist office doors to be red)
EricPhail wrote:finally: it is possible to be in positions where you won't lose but CAN'T win save by time out: is there any way to avoid leaving freemiums trapped (bar deadbeating) for days in a game they couldn't win even if the other players tried to help them?
EricPhail wrote:One final graphical nitpick please remove the unused doorways between Security 2/Hallway 2 ans conference room2/hallway 6
to avoid people thinking those are actually passage
EricPhail wrote:Actually the entire area around hallway 20 is a trap (needs unlocked passage to a keycard that will allow it to eventually return to the body of the facility)
EricPhail wrote:Security 2/Hallway 2 could be an attack route if you think thats better
EricPhail wrote:Conference 2/Hallway 6 I'd lose that doorway myself (actually tbh at the moment the coference room doesn't seem to have much purpose really -
EricPhail wrote:Blood trails are a little confusing for me at the moment
EricPhail wrote:Finally a simple graphical note there should be a blood trail between Dorm 1 and hallway 13 given that there's a door there
-=- Tanarri -=- wrote:Just dropping in to give a little encouragement for the next revision... looking forward to playing this one when it hits Beta
cairnswk wrote:koontz, sorry this is a negative one....
but i think the original version was far better than the graphics now...they are totally confusing and over the top and you have to search everywhere for bits and pieces.
This is, IMO, needs pulling right back.
Sorry, just my opinion.
koontz1973 wrote:cairnswk wrote:koontz, sorry this is a negative one....
but i think the original version was far better than the graphics now...they are totally confusing and over the top and you have to search everywhere for bits and pieces.
This is, IMO, needs pulling right back.
Sorry, just my opinion.
cairns, which version are you saying to go back to? I think the only really new idea on this over the others is now the blood trails on the map for connections. Or do you mean the legend part of the image?
ViperOverLord wrote:JMO: This could end up being Koontz's best map to date. Though off the top of my head, Rorke's Drift and 1982 are both high quality.
koontz1973 wrote:ViperOverLord wrote:JMO: This could end up being Koontz's best map to date. Though off the top of my head, Rorke's Drift and 1982 are both high quality.
This will be back. Expect it in the foundry around Christmas with an ideal beta date of next summer.
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