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Re: Escape [9/2] V12 P1/7

PostPosted: Thu Feb 28, 2013 10:48 pm
by -=- Tanarri -=-
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 :)

Re: Escape [9/2] V12 P1/7 Vacation please.

PostPosted: Sat Mar 02, 2013 2:41 am
by koontz1973
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.

Re: Escape [9/2] V12 P1/7 Vacation please.

PostPosted: Sat Mar 02, 2013 9:54 am
by isaiah40
[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. ;-)

isaiah40

Re: * [Vacation valid until Sept 2013] Escape

PostPosted: Sun Apr 07, 2013 7:18 am
by koontz1973
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

Click image to enlarge.
image


show: neutrals

Re: * [Vacation valid until Sept 2013] Escape

PostPosted: Mon Apr 08, 2013 9:50 pm
by isaiah40
[Moved]

Welcome back to the Main Foundry!!

Re: Escape [9/4] Pages 1/9

PostPosted: Mon Apr 08, 2013 10:03 pm
by koontz1973
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.

Re: Escape [9/4] Pages 1/9

PostPosted: Fri Apr 12, 2013 10:31 am
by nolefan5311
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

Re: Escape [9/4] Pages 1/9

PostPosted: Fri Apr 12, 2013 1:15 pm
by koontz1973
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

Re: Escape [9/4] Pages 1/9

PostPosted: Fri Apr 12, 2013 1:29 pm
by nolefan5311
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.

Re: Escape [9/4] Pages 1/9

PostPosted: Fri Apr 12, 2013 1:32 pm
by koontz1973
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.

Re: Escape [9/4] Pages 1/9

PostPosted: Fri Apr 12, 2013 3:36 pm
by Teflon Kris
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"

:-)

Re: Escape [9/4] Pages 1/9

PostPosted: Fri Apr 12, 2013 9:05 pm
by koontz1973
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.

Re: Escape [9/4] Pages 1/9

PostPosted: Sat Apr 13, 2013 6:03 am
by Teflon Kris
Another idea: Maybe change Closets to Stairways & "Stairways connect via basement"?

Re: Escape [9/4] Pages 1/9

PostPosted: Sat Apr 13, 2013 7:17 am
by koontz1973
DJ Teflon wrote:Another idea: Maybe change Closets to Stairways & "Stairways connect via basement"?

Me like that. Another spooky aspect.

Re: Escape [7/5] Pages 1/9

PostPosted: Tue May 07, 2013 1:24 am
by koontz1973
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.
Click image to enlarge.
image

Re: Escape [7/5] Pages 1/9

PostPosted: Tue May 07, 2013 8:55 am
by Seamus76
You're becoming a master of conditional borders. =D>

I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.

Re: Escape [7/5] Pages 1/9

PostPosted: Tue May 07, 2013 9:36 am
by koontz1973
Seamus76 wrote:You're becoming a master of conditional borders. =D>

I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.

Correct, you would never tell that they are the same colour. Added to the list of things to do.

Re: Escape [7/5] Pages 1/9

PostPosted: Fri May 10, 2013 6:33 am
by EricPhail
When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?

Re: Escape [7/5] Pages 1/9

PostPosted: Sat May 11, 2013 4:47 am
by koontz1973
EricPhail wrote:When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?

Cannot remember. Would you like it back in?

Re: Escape [7/5] Pages 1/9

PostPosted: Sat May 11, 2013 2:13 pm
by EricPhail
To be honest I kind of liked it, and assuming the helipad doesn't count as a room or reception (interesting side note here I'll come back to in a minute) would provide an interesting way to deny someone whos on the helipad the win (they fell to the virus on the pad, last gasp failure etc.) especially in trench games where with only one path to the helipad, once you take the pad you win otherwise.

Side note (re winning and losing conditions)
If the losing condition were kept/return and helipad not considered a room, but reception was the following question must be asked: You take the helipad, your opponent kills all your territories bar reception and helipad, you haven't lost yet as you have a room (reception) however when you start your turn do you:
A. win as you've held the winning condition for a turn
or
B. Lose as reception reverts to neutral meaning you've succumbed to the virus

In other words which happens 1st reversion of killer neutrals, so death, or winning check so you win?


So in conclusion yes I'd like that condition back (with the required proviso that neither reception nor the helipad count as 'rooms' for the purposes of that condition)

It Re: Escape [7/5] Pages 1/9

PostPosted: Sun May 12, 2013 3:04 pm
by mint-murray
If playing Nuclear - It may then have the same affect - as annoying( depends how you look at it) nukes in labyrinth hitting slave position, and eliminating you from game.

Re: Escape [7/5] Pages 1/9

PostPosted: Sun May 12, 2013 3:35 pm
by EricPhail
True, but thats the case with any losing condition and nuclear spoils, and IMO that nuclear spoils can end the game by being odd, is no reason not to make use of the losing condition function.

Re: Escape [7/5] Pages 1/9

PostPosted: Sun May 12, 2013 9:40 pm
by koontz1973
I agree with Eric on this. The LC will go back in. And unlike Labs of most losing conditions, this one will not be too harsh as most people will be able to keep at least in one room when playing nukes. But it will help eliminations and sweeps of the board.

Re: Escape [19/5] Pages 1/9

PostPosted: Sun May 19, 2013 12:41 am
by koontz1973
Sorted out all things pointed out.

Back in with the losing condition, secret passage is now stairs via basement.

Click image to enlarge.
image


Need to finalise the starting positions.

Re: Escape [19/5] Pages 1/9

PostPosted: Sun May 19, 2013 2:35 pm
by EricPhail
Looking good, a few things however:
Map of region bonuses says "closits [sic] no bonus" should now read "stairs no bonus"

Assuming the hallways start neutral, what is/will be the neutral value (if they are starting positions: how are you making sure all players start with a fair balance of rooms and halls - given the decay and losing condition?)

not really sure if I can be much help on the starting positions

one other thing I've noticed the area around hallway 20 has a lot of purple (dark blue what colour are you calling that keycard?) doors (might be an idea for the lab 3 or head scientist office doors to be red)

finally: it is possible to be in positions where you won't lose but CAN'T win save by time out: is there any way to avoid leaving freemiums trapped (bar deadbeating) for days in a game they couldn't win even if the other players tried to help them?