so could people not get the 13 for 13 due to bonus breaking? i'd iagine bonus breaking would be pretty easy, especially in the yard.Coleman wrote:Black Guerilla was the first, but in my only play test I think we had 3 in all the neutral spots.
For most of the game until one player started dominating. The 10 member bonus was the most common.
Supermax: Prison Riot! [Quenched]
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My opinion at the moment is that you swap the black gorilla with someone in the yard for balance as was already stated.
Then post the absolute best possible small map that fits within the constraints so the moderators can see how terrible it is and then we'll see if we can negotiate some extra pixels for the small map.
Then post the absolute best possible small map that fits within the constraints so the moderators can see how terrible it is and then we'll see if we can negotiate some extra pixels for the small map.
Warning: You may be reading a really old topic.
well here is a portion of 'small' map at its maxium width according to the rules. the circles have stayed the same size because they already were at their smallest in the larger map.
the text is incredibly small but legible at least according to me, if you squint its easier to make the words out. the font cant get any larger as there would be no room.
there is some overlap with the guards which is unavoidable unless i go back and use regular circles.
I only did one cell block because its tedious to hand place inmates in there.
hopefully people have no problem with these sub-par graphics as they are necessary with the current small map size restrictions.

the text is incredibly small but legible at least according to me, if you squint its easier to make the words out. the font cant get any larger as there would be no room.
there is some overlap with the guards which is unavoidable unless i go back and use regular circles.
I only did one cell block because its tedious to hand place inmates in there.
hopefully people have no problem with these sub-par graphics as they are necessary with the current small map size restrictions.

- DiM
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wait and see until all the circles and names are put in and people will start complaining it's too cluttered and the text is too small to readColeman wrote: This is actually much better then I thought it would be.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- JEWSEEPHISH
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ok here is the full map at 630px wide. the inmates are squished but acceptable.. the guards are a bit of a problem as there is signifigant overlap and the borders are partially covered. but its within the site 'rules'. the text is also very small and will probably cause migraines.
im not sure why anyone would want to play this over the large map but here it is.

im not sure why anyone would want to play this over the large map but here it is.

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WidowMakers
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It is missing a circle. And, the Guards in Cell Block B are not guard shaped (Though you might consider using them for the small map only because they save a bit of space for you)
That's not too bad mibi. The only problem is being able to see the borders in the cell blocks. I know it's tough (maybe impossible) but anything you can do about that?
Like does 103 touch 105 and 104 touches both 105 and 106?
That's not too bad mibi. The only problem is being able to see the borders in the cell blocks. I know it's tough (maybe impossible) but anything you can do about that?
Like does 103 touch 105 and 104 touches both 105 and 106?
- DiM
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i will never play the small version of this map because it gives me a headache just looking at it and trying to distinguish the names.mibi wrote: im not sure why anyone would want to play this over the large map but here it is.
anyway the name of guard 301 is partially masked same for door from cellblock C
also the borders in cell block A and C are kinda hard to see.
PS: if you have a prisoner named mibi could you add one named DiM?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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WidowMakers
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- AndyDufresne
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A few minor issues (though the map is looking rather good):
As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.
Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.
Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
- DiM
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then he should add a text somewhere: "in the memory of our dearly beloved DiM"WidowMakers wrote:Actually the reason the gas chamber is empty is that DiM's body just got taken out and buried. Looks life prison life did not agree with you DiM.DiM wrote:PS: if you have a prisoner named mibi could you add one named DiM?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
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they will overlap especially in the places where army circles for a straight horizontal line, like cell block C or the bottom right part.AndyDufresne wrote: Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- Bad Speler
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Bolding the names is not possible as it cause enclosed areas like P R B G to fill and would also increase the size, bolding increases the size marginally and the size can't be marginally increased. The only option is adjusting how the text is antialiased.AndyDufresne wrote:A few minor issues (though the map is looking rather good):
As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.
Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
as for the 3 digits, well, its going to be a mess all over the map, i can't really do anything about that.
It's probably far enough along that I should start xml from this. 3 digit numbers may end up being tolerable, although I still am not sure when the change took place that we have to plan for maps to still look good in ridiculous build games.mibi wrote:as for the 3 digits, well, its going to be a mess all over the map, i can't really do anything about that.
Warning: You may be reading a really old topic.
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WidowMakers
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