thanks isaiah. Hope you are not in too much pain.
ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.
What is wrong with stucco for the background and marble for the map?
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ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.
koontz1973 wrote:ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.
What is wrong with stucco for the background and marble for the map?
koontz1973 wrote:New background. Glows. Mini map. Moved some icons around.
Funkyterrance wrote:The background and other changes are an improvement for sure. It looks more finished already.
nolefan5311 wrote:I think the knife, pistol, and medicine symbols need to be more pronounced. For medicine, I only see 4, so perhaps just make those rooms different colors, and call them like Pharmacy 1, 2, and 3, or something like that?
nolefan5311 wrote:Also, for the regions with two names in them (Security 1/Security 2, Manager 3/Sec 4, Sec 1/Manager 1, etc), are these two separate regions? If so, can they both attack out into the hallway? If not, I think you need to draw a clear line showing they do not border the hallways. I see them in previous drafts...perhaps they just got lost in this latest one.
nolefan5311 wrote:"Virus Carries" should be "Virus Carriers", or better yet, "Infected".
nolefan5311 wrote:Also, I need to examine the conditional borders more, but I'll have to do that once everything else is sorted out. I'm still not keen on the 1 troops for every two regions. In 1v1, a player starts with 15 regions, so 7 troops. It's not hard to conceive me taking my opponent down to 11 regions and his drop to 5 for his first turn.
koontz1973 wrote:nolefan5311 wrote:Also, I need to examine the conditional borders more, but I'll have to do that once everything else is sorted out. I'm still not keen on the 1 troops for every two regions. In 1v1, a player starts with 15 regions, so 7 troops. It's not hard to conceive me taking my opponent down to 11 regions and his drop to 5 for his first turn.
But if you did that, you would end up leaving yourself vulnerable to a counter attack. To get him down to a 5 drop, you need to take 6 regions. 17-6=11=5 drop. Dice would need to be bloody good for that as that would be 15 troops to knock out in one round. Been thinking about this one though as you seem unhappy with it. how about the bonuses go like Route66 and the Vertex/Austrum maps. +1 for every 4 connected in a bonus zone. Keep the 3 bonus zones only though. This would mean hallways become part of the bonus zones for each of the 3 areas.
Hallways 1-8 admin only, 9-15 dorms and labs, 16-20 labs only.
Doing this though, I will keep the decays as is and the drops will still be a random 15 max now including the hallways (previous thoughts was to have these all start neutral).
Update tomorrow.
I'm dropping 7 that's 10 troops to take 9,
standard continent bonuses
frankiebee wrote:Very cool theme and map!
One question pops in my mind. Is it the objective to reach the helipad as first player or do you have to hold it for 1 turn to win. Most maps with an objective requires to hold a certain area for 1 turn. If this is the case on this map, i think it should be a bit clearer in the map description, because when I read the map, I got the feeling that when you reach the helipad you win instantly.
Can't wait to play this one!
koontz1973 wrote:So you only get 7 troops to start with on the first drop. You lose one, so if you place them all on one region, you only get to attack with 9. You will need to take two lots of threes to get player 2 down to a drop of 6.
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.
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?
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
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.
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.
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