[Abandoned] - Lifeguard Wars!

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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby Flapcake on Tue Oct 25, 2011 11:32 am

when sitting on any lifegaurd one can actak any swimmingpool and the ohter way around ?

Ps. I think your draft are ready for a stamp :mrgreen:
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby s3xt0y on Tue Nov 01, 2011 1:52 pm

Is anyone even interested in this map, I will keep working on it, but it just seems that there is little to no interest...
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby Flapcake on Wed Nov 02, 2011 3:11 am

s3xt0y wrote:Is anyone even interested in this map, I will keep working on it, but it just seems that there is little to no interest...



I am also new at the foundry and one thing I've learned now is to have patience, the foundry consists of volunteers and we are many who would like to have pushed our things through, you have a nice map with good gameplay, I'm sure that there will be looked carefully at your map, which is I believe already have a solid theme context.

P.S. You still missing bikini babes :mrgreen:
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby s3xt0y on Wed Nov 02, 2011 9:59 am

Yes i suppose I should put that in to get the interest eh...
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby jammyjames on Sat Nov 05, 2011 5:23 am

I think it's a brilliant idea! Soldier on!! ;)
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby Industrial Helix on Sat Nov 05, 2011 8:50 pm

I'm checking this one out for the second or so time and initially it didn't really excite me all that much... so in my opinion, what could be done to improve it.

think it would be interesting if there were different rules for each pool so a player has to vary their strategy to win... for example: there could be kids pool where its open attack...tlike in tribal Florida or Supermax, throw in a bombarding position at the diving board
and a Jaquzzi with a heat decay would be cool too
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby isaiah40 on Sat Nov 05, 2011 8:55 pm

To add what IH mentioned, you could have some chairs around the pools and have them as a sunburn decay!
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby s3xt0y on Tue Nov 08, 2011 11:31 am

Industrial Helix wrote:I'm checking this one out for the second or so time and initially it didn't really excite me all that much... so in my opinion, what could be done to improve it.

think it would be interesting if there were different rules for each pool so a player has to vary their strategy to win... for example: there could be kids pool where its open attack...tlike in tribal Florida or Supermax, throw in a bombarding position at the diving board
and a Jaquzzi with a heat decay would be cool too


You my friend are a genius! I'm going to work on this tonight :). Might need to apply for a supersize thou...
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby isaiah40 on Tue Nov 08, 2011 12:57 pm

s3xt0y wrote:
Industrial Helix wrote:Might need to apply for a supersize thou...


Your application has been noted, when you get your next draft posted, I will then go over it and we'll go from there! ;)
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby s3xt0y on Tue Nov 08, 2011 7:42 pm

isaiah40 wrote:
s3xt0y wrote:
Industrial Helix wrote:Might need to apply for a supersize thou...


Your application has been noted, when you get your next draft posted, I will then go over it and we'll go from there! ;)


I have a question, can I code that if a player holds the chemical room for a specific pool that all the units in the pool with decay each turn?
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby isaiah40 on Tue Nov 08, 2011 9:07 pm

s3xt0y wrote:
isaiah40 wrote:
s3xt0y wrote:
Industrial Helix wrote:Might need to apply for a supersize thou...


Your application has been noted, when you get your next draft posted, I will then go over it and we'll go from there! ;)


I have a question, can I code that if a player holds the chemical room for a specific pool that all the units in the pool with decay each turn?


Unfortunately not at this time.
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Re: Swimming Pool V1.0 [23 Oct 2011]

Postby s3xt0y on Tue Nov 08, 2011 9:43 pm

isaiah40 wrote:
s3xt0y wrote:
isaiah40 wrote:
s3xt0y wrote:
Industrial Helix wrote:Might need to apply for a supersize thou...


Your application has been noted, when you get your next draft posted, I will then go over it and we'll go from there! ;)


I have a question, can I code that if a player holds the chemical room for a specific pool that all the units in the pool with decay each turn?


Unfortunately not at this time.

depressing :P That would have been fun...
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Re: Swimming Pool **Renamed** Lifeguard Wars! V1.1 [8 Nov 20

Postby Industrial Helix on Wed Nov 09, 2011 8:51 pm

omg... I can see the future in these visions I get and the latest vision was about this map...

I saw... pool labels. Yeah, I'm catching the abbreviations, but we need to think about our less deft players on CC... plus it would just help in locating regions. Also something indicating that the pool rules apply to the long pool would be cool. Just an adjustment in the "POOL RULES" to something along "Swim Team Pool Rules"

And after that I saw something red and inky in your future.
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Re: Swimming Pool **Renamed** Lifeguard Wars! V1.1 [8 Nov 20

Postby s3xt0y on Wed Nov 09, 2011 10:06 pm

Industrial Helix wrote:omg... I can see the future in these visions I get and the latest vision was about this map...

I saw... pool labels. Yeah, I'm catching the abbreviations, but we need to think about our less deft players on CC... plus it would just help in locating regions. Also something indicating that the pool rules apply to the long pool would be cool. Just an adjustment in the "POOL RULES" to something along "Swim Team Pool Rules"

And after that I saw something red and inky in your future.


I added in some labels for the pools, the POOL RULES sign has the rules for all the pools, just talks about the main pool in the first two rules. But I can change that if necessary :)

s3x
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Re: Lifeguard Wars! V1.2 [9 Nov 2011]

Postby Industrial Helix on Thu Nov 10, 2011 2:13 pm

hmm... that works.

In the Lifeguard manual, adding the abbreviation would help clarify who the old people are, for example "Old People (OP) lose 1 unit per turn due to Lobster effect." same for dive team (DT) and swim Kids (SK)
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Re: Lifeguard Wars! V1.2 [9 Nov 2011]

Postby s3xt0y on Thu Nov 10, 2011 8:44 pm

ok sounds good I'll take a look at that this weekend :)
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Re: Lifeguard Wars! V1.2 [9 Nov 2011]

Postby s3xt0y on Sat Nov 12, 2011 5:06 pm

Industrial Helix wrote:hmm... that works.

In the Lifeguard manual, adding the abbreviation would help clarify who the old people are, for example "Old People (OP) lose 1 unit per turn due to Lobster effect." same for dive team (DT) and swim Kids (SK)


*Fixed and I circled the win conditions, I think I am going to add something to reinforce the win conditions in the top left there just not sure what...I am also adding in footprints as I type this, so there will be attack lines on the pool deck :)
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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby gimli1990 on Thu Nov 17, 2011 1:42 am

just a thought from a real life lifeguard.

just thought i would say a few words on how we lifeguards save people.

one thing that we are always thaught is that you tell someone to dial 911 and then go help the victim this is usally done my a wistle code. and most of the time a lifeguard can only save one at a time we are trained on how to save 2 if needed.

looking at the map i like the idea here and hope to see it get in soon
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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby s3xt0y on Thu Nov 17, 2011 12:22 pm

gimli1990 wrote:just a thought from a real life lifeguard.

just thought i would say a few words on how we lifeguards save people.

one thing that we are always thaught is that you tell someone to dial 911 and then go help the victim this is usally done my a wistle code. and most of the time a lifeguard can only save one at a time we are trained on how to save 2 if needed.

looking at the map i like the idea here and hope to see it get in soon


I was a guard for ten years so I have a little experience, I realize guards use whistles and can save more than one person at a time...however for the sake of a guard map I have to make it so that the gameplay works.
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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby s3xt0y on Thu Nov 17, 2011 10:14 pm

do you have any unique gameplay ideas?
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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby isaiah40 on Wed Nov 23, 2011 3:09 am

Please post your drafts on the current page and the first post, and add in the subject what page number the current version is on. Are you going to do the deck chairs and jacuzzi? Before I can approve your supersize application, I will need to see that version. In the mean time I am looking forward to the next update!
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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby Victor Sullivan on Wed Nov 23, 2011 3:13 am

I'd like to see actual people in the pool, with real names, like Sara, Victor, Eric, Gareth, Sally, Chaz, Boon, Warren, Felicia, Terry, Taylor, Fredward, etc. etc.

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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby s3xt0y on Wed Nov 23, 2011 7:54 am

To both of you yes, I have been working on a large graphic update addressing all those issues and I will add names in on top of that
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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby grifftron on Wed Nov 23, 2011 8:13 am

Not sure if it was mentioned.. if it was I apologize.. but where are the diving boards around the diving tank?

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Re: Lifeguard Wars! V1.3 [12 Nov 2011]

Postby lostatlimbo on Wed Nov 30, 2011 12:48 am

I have a few questions...

1) Why is the official incident report hand-written on lined notebook paper? Wouldn't it be more like a printed form and a bit more official?
2) Why is NO DIVING on the Pool Rules? Isn't that what the Dive Tank is for?
3) Old People? Really? How about calling them Soakers instead? I don't see any reason these all need a two letter code. Could be ST, DT, S (for Soakers) and K (for Kids). Although, I agree with Sully that these would be better with realistic names (please don't use CC nicknames). Then the legend could just be "Swimmers and soakers loose one troop per turn due to fatigue."
4) You talk about people sunbathing, but currently this looks like an indoor swimming pool. If it is supposed to be outdoors, lighten the whole thing up considerably and throw some stronger shadows in there.
5) Why does it look like someone jizzed all over the Lifeguard Wars title? It took me five minutes to realize it was supposed to be water splashing.

...and comments
1) I don't think the bikini babe works here and I don't think cheap tricks will garner more support for the map (at least from me).
2) Pool Rule #3 & #4 seem contradictory. If I understand #4 correctly, you mean that you can attack anyone in the same pool (excluding Swim Team)? If so, this would be clearer: 4. Within Kiddie Pool, Hot Tub, and Dive Tank, assault* any other territory in the same pool.
* I believe 'attack' must be 'assault' so as to not violate copyright.
3) In the Lifeguard Manual "spalsh" is spelled correctly.
4) The white tile around each pool looks rather choppy. I also think it would look a little better if it lined up with the brown tiles that surround them. Not perfectly, but closer - at least the same tile size.
5) I agree with griff that diving boards would be a nice touch. You could even have tiers and increase your bonus if you hold them and a dive instructor.

Aside from that, I like this map and hope you keep developing it. Some of the visuals are very solid and the rest just need some minor tweaks. The gameplay is unique and I like that, but I think you should reconsider the neutrals. I think it makes a pool bonus not terribly useful. Players generally don't like having to take out multiple neutrals for a bonus - especially one that will be really difficult to hold with open assault routes in each pool.

I'd consider making the swimmers starting positions and the lifeguards neutral. The swimming pools are the focal points of the map, so they should really be heavily used in the gameplay. Maybe you could do bonuses like "+1 for every swimmer in the same pool held while also holding a lifeguard?" Something like the Prison Riot prison gang bonuses.

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