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

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Re: Escape [15/9] V10 P1/4

Postby koontz1973 on Sat Sep 15, 2012 12:28 pm

You have to have an RPG in a government lab. Official documents left over from the Nixon administration say these are the preferred weapons for mad scientist and must be installed in all Labs where the head scientist has a loony scale close to Daffy Duck.
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Re: Escape [15/9] V10 P1/4

Postby tkr4lf on Sat Sep 15, 2012 12:34 pm

koontz1973 wrote:You have to have an RPG in a government lab. Official documents left over from the Nixon administration say these are the preferred weapons for mad scientist and must be installed in all Labs where the head scientist has a loony scale close to Daffy Duck.

Makes sense to me. :P

Besides, can you think of a more fun way to kill zombies?
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Re: Escape [15/9] V10 P1/4

Postby koontz1973 on Sat Sep 15, 2012 12:43 pm

If I could, I would add it. Nothing like the smell of guts flying through the air.
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Re: Escape [15/9] V10 P1/4

Postby nolefan5311 on Sat Sep 29, 2012 11:03 pm

The legend needs a lot of work, but you know that. "Hold the Administration Office" needs to be changed to "Hold the Adminstrator's Office". And the apostrophe needs to be added to all instances in the legend and map. These are things that can be fixed in graphics, but you might think about getting them fixed now.

I think you need to do something to make the door colors more distinguishable. Perhaps have the outlines of the rooms the color, or make the backgrounds have the tint needed or something. But this could be just be me and my colorblindness.

You have a knife (+1 auto) in Hallway 11, but that's also a -2 decay. You'll need to do something about that. In fact, this seems to be theme throughout the map. 5 Hallways are given +2 each, but each one is a -2 decay. I would probably remove these bonuses (the top 2 boxes) since you already have an unusually high tert count bonus. I also don't like that normal rooms decay by 1; seems like an unnecessary amount of work for a playet to keep up with. I like the hallway decay though, but I do think you should trim the amount of total hallways. Hallway 20 for instance provides access to 8 rooms where Hallways 16-19 only provide access to 1 room each, etc.

The antidotes should probably be made more distinguishable. And if the point of this map is to escape this virus, I think the antidote should have a more central role in the GP, don't you think? Maybe make holding an antidote a conditional border to getting to the Helipad. Additionally, the molotov cocktails seem a little out of place and I don't think they add anything to the GP. Of course, this is zombie related, and there is no antidote after you've been bitten, so perhaps they can be removed altogether.

The Atriums take up a large portion of the central part of the map but have little relevancy in the gameplay of the map. The blue card can be had by Sec 1 and Admin 6, and there is only a beretta in the Atrium 1. Is there a chance you can get rid of Hallway 9 & 10 and perhaps funnel the winning condition through the Atrium? And maybe just trim it down to only 1 region instead of 3 of them.

What are your thoughts?
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Re: Escape [15/9] V10 P1/4

Postby koontz1973 on Sun Sep 30, 2012 12:18 am

nolefan5311 wrote:The legend needs a lot of work, but you know that. "Hold the Administration Office" needs to be changed to "Hold the Adminstrator's Office". And the apostrophe needs to be added to all instances in the legend and map. These are things that can be fixed in graphics, but you might think about getting them fixed now.

Will get changed.
I think you need to do something to make the door colors more distinguishable. Perhaps have the outlines of the rooms the color, or make the backgrounds have the tint needed or something. But this could be just be me and my colorblindness.

If you have trouble then it needs to be sorted. Will look into the glow but I find it hard to justify. But it will become clearer.
You have a knife (+1 auto) in Hallway 11, but that's also a -2 decay. You'll need to do something about that. In fact, this seems to be theme throughout the map. 5 Hallways are given +2 each, but each one is a -2 decay. I would probably remove these bonuses (the top 2 boxes) since you already have an unusually high tert count bonus. I also don't like that normal rooms decay by 1; seems like an unnecessary amount of work for a playet to keep up with. I like the hallway decay though, but I do think you should trim the amount of total hallways. Hallway 20 for instance provides access to 8 rooms where Hallways 16-19 only provide access to 1 room each, etc.

The idea behind the decays is that the virus is out and all players become sick depending on where they are. If we had the ability to decay to neutral, I would of added that, but as we do not, it becomes a matter of survival. The rooms because of doors that can be closed have a lower decay of one as there is a barrier but the hallways which are large get the higher decay. I wanted to give the players the ability to have to really think about the deploys. By round 3, all armies will be at one troop so even though all players have a large initial territ count, this becomes a lot smaller very fast. So by round 5, most players should of managed to carve out an area of dominance whilst the weakest fall. The idea behind the knife auto deploys is this. The virus is killing you whilst the weapon gives you the ability to fight the undead. I did not want another bonus so troops can be added anywhere. So the auto deploy cancels out the decay in the dorm rooms and reduces it to -1 in the hallway. Remember, a knife is a weapon, but not a very good one.
The antidotes should probably be made more distinguishable. And if the point of this map is to escape this virus, I think the antidote should have a more central role in the GP, don't you think? Maybe make holding an antidote a conditional border to getting to the Helipad. Additionally, the molotov cocktails seem a little out of place and I don't think they add anything to the GP. Of course, this is zombie related, and there is no antidote after you've been bitten, so perhaps they can be removed altogether.

Will make the antidotes easier to find. As for adding them to the winning condition or making them a border, not sure I like that as it would make a map that is already complicated more so. The cocktails may be an antidote but they are that in name only. Will think about the removal. Will remove the molotovs.
The Atriums take up a large portion of the central part of the map but have little relevancy in the gameplay of the map. The blue card can be had by Sec 1 and Admin 6, and there is only a beretta in the Atrium 1. Is there a chance you can get rid of Hallway 9 & 10 and perhaps funnel the winning condition through the Atrium? And maybe just trim it down to only 1 region instead of 3 of them.

Been thinking about this for a while now. I want it to be a short cut to the main lab so you do not need to go all the way around. Before changing it though, can I get you to look at the placement of cards and doors for me.
What are your thoughts?

What I need is to keep the basic layout but have the doors and keys moved around, add some, lose some so the three main areas of the map are kept separate (offices, dorms, labs). The atrium needs to be a short cut or changed to something different.

It does help to consider this as three maps (offices, dorms, labs), all with different bonuses and abilities. When all three are balanced, then they can be adjusted to become balanced with each other. The doors and keys then need to have the ability to get at weapons and other stuff whilst giving a flow around the map itself. This may require more keys and doors to be made (more colours).
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Re: Escape [15/9] V10 P1/4

Postby koontz1973 on Thu Oct 04, 2012 6:49 am

I have lost my passion for this map for the moment. Will try to get it back up and running later in the year, but I cannot see me making an update any time soon for this one. Please put this on vacation for now.
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Re: Escape [15/9] V10 P1/4

Postby nolefan5311 on Thu Oct 04, 2012 7:42 am

Moved

Per mapmakers request. If the mapmaker wants to continue with the map, then one of the Cartography 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 April 2013] Escape [15/9] V10 P1/4

Postby tkr4lf on Sat Oct 13, 2012 11:48 pm

I hope you regain your interest in this one, Koontz.

I really liked this idea, would love to see it hit Beta.
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby koontz1973 on Sun Oct 14, 2012 12:36 am

I will do, but I was coming up against a brick wall creatively. Will find my mojo soon for this map and will get it into play next year.
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby tkr4lf on Sun Oct 14, 2012 1:44 am

koontz1973 wrote:I will do, but I was coming up against a brick wall creatively. Will find my mojo soon for this map and will get it into play next year.

Cool, looking forward to it.
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby koontz1973 on Mon Oct 22, 2012 10:20 am

Not ready for a return but want to see if anyone has anything to add.

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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby tkr4lf on Mon Oct 22, 2012 8:04 pm

Nice update!

I like the virus carrier graphic, very cool. Not entirely sure they convey the zombie image, but they do their job and they work well with the colors of the map.

I see you got rid of the terit lines in the hallways. This does give it a nice, uncluttered look, and with the way the hallways flow, it shouldn't cause too much confusion about what assaults what.

Was the change from a green key card to a cyanish key card done for CB reasons? It looks fine, I'm just curious.

I especially like the backgrounds for the legend in the bottom-right of the map. They remind me of those sound-proofing tiles offices and whatnot have installed. It makes sense that they'd be present in a lab environment, too.

Other than that, I don't have too much to add. Everything looks nice. I like the updates you've made.

Hope you keep up the work!
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby koontz1973 on Tue Oct 23, 2012 1:21 am

Thanks tk, territ lines need to go back in but have not found a style that I like and fits the map.

The cards have have just lost some contrast. That is the reason for the change. Not for CB reason.

The new zombie graphic I also like as well. It does not convey the hordes like the previous one but it is menacing.

Still lots to do but this is showing the way I am going.
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby koontz1973 on Tue Oct 30, 2012 8:07 am

Still working on this but leave here still please.
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby thehippo8 on Tue Oct 30, 2012 4:33 pm

Incidentally, for readability, I wonder if you should make the red text white and the white text red?
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Re: [Vacation Valid until April 2013] Escape [15/9] V10 P1/4

Postby koontz1973 on Sun Feb 03, 2013 3:13 am

Simplified everything from weapons to decays. While I liked all of the different things on the map, it was going to never get made as it was. Here is a new one. Can I get a move into the foundry please.
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Re: Escape [3/2] V11 P1/6

Postby isaiah40 on Sun Feb 03, 2013 10:07 am

Nah, I don't think I'll move it just yet :evil:
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Re: Escape [3/2] V11 P1/6

Postby koontz1973 on Sun Feb 03, 2013 11:25 am

isaiah40 wrote:Nah, I don't think I'll move it just yet :evil:

ImageYou big meanie.

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Re: Escape [3/2] V11 P1/6

Postby Orc666 on Mon Feb 04, 2013 5:59 pm

I like the idea of a Zombie map but don't make it too complicated please !
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Re: Escape [3/2] V11 P1/6

Postby tkr4lf on Mon Feb 04, 2013 6:05 pm

Hmmm.

Well, it certainly looks nice. I like how you did the legend this time.

It's much simpler now. I guess whether that's a good thing or a bad thing depends on individual preferences.


I do have to say that I really liked the plethora of bonuses you had before. But, with it being a bit simpler, it will probably appeal to more players and probably be a bit easier to get it through the foundry, instead of spending months upon months trying to work out the gameplay and bonuses.

Still a great looking map and one that I will definitely play once it reaches beta. Great job, Koontz! Glad to see you working on it again.
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Re: Escape [3/2] V11 P1/6

Postby koontz1973 on Tue Feb 05, 2013 12:53 am

Orc666 wrote:I like the idea of a Zombie map but don't make it too complicated please !

It will not be that bad. But a few surprises are to be had.
tkr4lf wrote:Hmmm.

Well, it certainly looks nice. I like how you did the legend this time.
It's much simpler now. I guess whether that's a good thing or a bad thing depends on individual preferences.
I do have to say that I really liked the plethora of bonuses you had before. But, with it being a bit simpler, it will probably appeal to more players and probably be a bit easier to get it through the foundry, instead of spending months upon months trying to work out the gameplay and bonuses.
Still a great looking map and one that I will definitely play once it reaches beta. Great job, Koontz! Glad to see you working on it again.

Simpler it it. With everything that was on the map, I could not get the legend to work. Taken about 3/4s of and it now has a simplicity to it that might just work. Only having 2 guns is easier to work, without the bullets and only auto deploys, less room.
This is the one guys unless you really miss something from an older version.
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Re: Escape [3/2] V11 P1/6

Postby nolefan5311 on Tue Feb 05, 2013 9:38 am

I think you need to make the medicine regions more conspicuous, and also on the mini map make the different bonus zones a little more distinguishable. For example, are the Conference Rooms part of Admin bonus? Is the infirmary part of the Lab bonus? And the Lounges...are those part of the Dorms or Labs?

Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.
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Re: Escape [3/2] V11 P1/6

Postby koontz1973 on Tue Feb 05, 2013 11:51 am

nolefan5311 wrote:I think you need to make the medicine regions more conspicuous, and also on the mini map make the different bonus zones a little more distinguishable. For example, are the Conference Rooms part of Admin bonus? Is the infirmary part of the Lab bonus? And the Lounges...are those part of the Dorms or Labs?

Easily done. Will make it so.

nolefan5311 wrote:Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.

Remember, every territ on this has a decay (-1 or -2) apart from special regions like guns and medicine. So in a game, you will lose more troops per round than gain. This will mean players need to really think about drops and where they go from their, simulates the virus attacking the body as well. This is one of those things that will either make the map great or a total waste of space. Never been done before but if you can think up a very good reason to remove it, I will.
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Re: Escape [3/2] V11 P1/6

Postby isaiah40 on Tue Feb 05, 2013 1:18 pm

Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?
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Re: Escape [3/2] V11 P1/6

Postby koontz1973 on Tue Feb 05, 2013 1:22 pm

isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?

Planning to add them as soon as I find a willing volunteer. Either that or wait till one of my students misbehaves at school. :twisted:
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