Coleman wrote:tim02 wrote:ok I get it
like the new updates
but what will players start out as and what will be neutral?
My understanding is that all the guards and the gas chamber will be neutral to start. The Hole and Weapons and gang members will not be. I may be wrong as mibi and I haven't really talked much lately.
the gas chamber, guards, white spaces, and weapons will be neutral with varying amounts that i will work out later. the warden and gas chamber will be more, like 6 or something.
yeti_c wrote:Minor - but your legend still has circles for guards...
C.
thanks, i'll fix it/
Kaplowitz wrote:Big Kiko looks strange, the font has white stuff around it.
didnt i say he was someones bitch.
unriggable wrote:First off, this update is SICK. Second of all, the army circles look a bit too cartooney compared to the rest of the map, do you think you can make is a bit darker?
the problem is devising a color combination that does three things, represents the gang, is different from other gangs, and works well with the CC number colors. right now i have to tweak some colors because they clash with CC. I dunno, maybe they could all be darker or something, we'll see.
Coleman wrote:unriggable wrote:First off, this update is SICK. Second of all, the army circles look a bit too cartooney compared to the rest of the map, do you think you can make is a bit darker?
First off, I'm not disagreeing with you. However, gangs tend to like flashy clashing colors. They help distinguish who belongs with who easier, and they throw a bit more of the don't mess with us vibe.
If mibi wants to create an alternate darker version I'd be interested in seeing what seems better, although I like that the playable area stands out from the background art.
To mibi: I had a play test, but not with my usual group, under the assumption guards, rooms, and weapons were neutral 3 and the gas chamber was neutral 6 and everything else was divided up.
There is a tendency here to ignore the middle at first and try to get as many cell blocks as you can, then to finally start attacking the guards to get more cell blocks and using the guards to decrease borders. Once enough of the guards are held by people it became a race for the warden.
Once someone had the warden it was trying to keep the gas chamber away from that person. By this point each player had most of a gang and the player with the warden also had a gang and most of the new fish and was dominating, that person eventually won.
I could see this going another way where nobody ever tries to go for the warden. But usually (I think) when you have a lot of guards and aren't getting anything for it the Warden becomes desirable.
No one ever wanted the hole, and those that were stuck with some of it tended to place a higher priority on weapons. There never seemed to be a reason to take most of the whole until the end when people wanted to complete their gangs or eliminate other players.
Anyway, just some fyi stuff. I didn't mind game play turning out that way. Seems to follow how a riot would go, getting a united group of prisoners first, then going after the guards, and then getting control for yourself.
Thanks for the play test. Maybe the warden neutral could be higher to make the person have to sacrifice in order to take it, there by giving up some gang positions. Im not sure. And yeah the hole seems to be the weak spot on the map with little incentive expecially if someone already holds the warden. Maybe the hole can cancel out if you have guards 602 and 603. What about the weapons? were they a factor or was the +1 negiliable compared to the gang bonuses. I would have thought people would have gone for them first.
DiM wrote:1st thing. i hate the size regulations but since we have to obey i have a problem with the small size image. i resized it to 630*600 and i gotta say it looks like crap. the army circles would be too damn small to fit the cells, the names will either be impossible to read or if they are increased to the proper size some won't fit and the overall aspect will be a flood of text.
2nd. what are the names for the white circles at the entrances to cell blocks
3rd. the small explanation at the bottom is kinda confusing. players can attack anyone in the same room or adjacent room. what do you mean adjacent room? because let's look at the bottom right corner, can luis attack gary? they are in adjacent rooms...
4th and last. the font. R resembles too much with A
Yeah the small version is going to look like shit, There is nothing I can do about that. tHe names are readable although just barely and the circles will be bursting out of the cells. OH well, the best i can do with the current 'rules' is to give the CC user the choice between the fullsized map and the small map, which obivously doenst look nearly as good as the fullsized one. This map as are others working their way through the process is more complex and detailed then previous maps, and unfortunately doesn't mesh will with the size 'rules'. but you know this.
the names of the white circles will be "Cell block A entrance" and only viewable in the XML. and i will change the wording to.
and about the font, oh well, the names are pretty recognizable as SAUL and not SRUL, i think at least.
Keredrex wrote:Looking Good... But i still think the Outside Background Should Be Much Lighter... I imagine this prison out in the middle of Nevada or Arizona... Desolate... Nothing but Desert around wich would make everything outside the prison walls a SAND Texture maybe some Rocky Sandstone like texture with a few patches of the texture you used in the Center Yard... It would help reading the names
I prefer to keep the back ground dark and bit gloomy and confined. and lightening of it to a sand color or something would inject too much "cheer" in this less than rosy prison riot.