koontz1973 wrote:Some thoughts for you to think about considering what you and MrBenn have said.
Adding more territs to the hallways would make it harder for people to move from room to room but it would also increase the importance to the secret passageways. Place one more between the ones you already have doubles the number.
My problem with this is that I don't think either one of those effects would make the map better. What I like to see in a map is a good mix of balance and tension. One in which an early bonus will not tip the game too far in one player's direction, and where cooperation will allow two or more weaker players to hold back a stronger player. Where both threats and rewards may come from many different directions, so it's difficult to know which way to attack, or where to defend.
The secret passages are obviously important, and must be defended if you don't hold the opposite end. So I don't see the need to make them even more important by making the hallways more difficult to get through. I would actually prefer that the secret passages were a little more difficult to get through (about equal to the hallways), but I don't know how to do that without making the map even more confusing.
Likewise, I don't think the hallways need to be more difficult to get through. I don't want the play in the crime scene to stagnate once the rooms are held - I want there to be the possibility of an attack coming from just about anywhere. Though I don't want the crime scene to be one of those "Oh, I didn't know I could be attacked from
there!" maps with a lot of non-linear attacks. (That's what the Police station is for)

koontz1973 wrote:In the legend you mention the hallways lose one officer per round. Why? How many crime scenes lose officers that way.
The reason for the decay is so that there will be some cost associated with blocking the hallways. Again, I'm trying to keep the game active in the crime scene. I would like to change the legend to something like "Officers found loitering in hallways will be reassigned to other duties at the rate of 1 per round", but I haven't found a way to fit it in yet. This would be one more item in the legend that would require a knowledge of all the game features in order to understand it, but then I wouldn't say that this is a map for beginners anyway.
koontz1973 wrote:Getting away from the 3/3/3 grid would be nice. How about making the kitchen and dining room one big room. You could take the foyer out completely and use all of the space of the hallways that surround it. Still have it as the foyer, but integrate it to the hall ways. This alone would remove the regularity.
Removing the motive from the centre of the room and adding a completely new room would be great as having it sitting there in the middle is a huge waste of what could be 1 big or 2 small rooms. (a second bedroom, or a guest room/nursery)
You could place the motive anywhere on the map. How about a rethink of the police station. By making the rooms there smaller, you could have 2 new rooms. On the map where it says interrogation rooms, opposite it is dead space. Use that space with any newly created space to have the motive on one side and the morgue on the other. Drawing a dead body on a trolley should not be hard for you to do with your skill.
Is having some "wasted" space really that bad? I think the problem with a lot of maps out there is that they need more "dead" space. It'shardtounderstandsomethingwheneverybitofavailablespaceisused. I'm not saying I can't add or join or reconfigure rooms in any way necessary, but there's always "Madness" if you want a more realistic floor plan. There have been several comments about how one aspect or another doesn't match the board game, but I thought at least the general layout of the crime scene could have a similar style. (without getting too close because of copyright issues) The Motive is an important part of the game and I thought it should have a prominent position - where the solution cards would be in the board game. I don't mind changing things, but with each suggestion it would be nice to know the reasons why you think it will make the game better.