[Vacation - valid until Dec 2013] Escape [19/5] Pages 1/9

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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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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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