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Supermax: Prison Riot! [Quenched]

PostPosted: Wed Jun 06, 2007 5:04 pm
by mibi
Here is the prison map i started a while ago, that hasn't been possible until the new xml was in place, and now it is. (very rough draft)

its a very different style of game play than the normal traditional country by country route. all the 'continents' are decentralized but the different game play should be easy to pick up.

it works like this...

a prison riot has just broken out the CC supermax prison. in order to survive and take over you have to re-unite your gang. the more gang members you hold the stronger your gang.

the cells can attack out into the hall but not side to side, i will make this more clear later.

the yard is a free for all and anyone can attack anyone else, it is not a safe place to be. the showers in the bottom and the outside area at the front gate are also free for all areas.

the grey circles receive no bonus. the dark grey are weapons and get +1 and the hole areas are -1. you will have to take a hole spot to reunite your whole gang.
here are the stats,

6 gangs with 15 members each
35 guards
10 weapons
10 black spaces
12-13 free cell space
-----
145 total playable areas at the moment
90 total playable areas on the first turn
guards will have variable neutral starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)

so there is still some free space left. maybe they can be left as single cells or something.
also the question mark can be an electric chair, but im not sure what the purpose would be.

the gang arraignment cant move around for balance. there are several factors to consider here with the new style of play.

1. number of the same gang member in one cell ( 1 or 2)
2. number of gang members in one cell block
3. proximity of gang members to each other in cell block
4. proximity of gang members to the cell block entrance
5. single cell or double cell.
6. gang member is in a cell with a weapon.

ok enough talk, here it is.



Image


dont drop the soap!
latest
Click image to enlarge.
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first draft
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PostPosted: Wed Jun 06, 2007 5:07 pm
by Kaplowitz
It is very different gameplay, but i think i like it.

PostPosted: Wed Jun 06, 2007 5:26 pm
by DiM
i like the idea and i especially like the central yard. it's gonna be mayhem in there :twisted:

the graphics suck but i guess this is just a rough sketch so i'm not worried about it. :)

more on gameplay later after i take a good look at it.

PostPosted: Wed Jun 06, 2007 5:32 pm
by nyuklhed
yeah, great idea!
good 1st draft,

you need to make clear of where everything is.

keep it up

Like it

PostPosted: Wed Jun 06, 2007 5:37 pm
by Keredrex
Try using different Icons for the gangs
Like a shield for the guards...
and maybe a gun for the weapon slots... like a shotgun or pistol

PostPosted: Wed Jun 06, 2007 5:39 pm
by Ruben Cassar
Better finish the Trojan War map first...

...or that D-Day map. What happened to that one?

PostPosted: Wed Jun 06, 2007 5:41 pm
by Spockers
mibi, i've seen your other maps. You can do better than this.

PostPosted: Wed Jun 06, 2007 5:53 pm
by ParadiceCity9
i like this...but i still think you should make an alcatraz map instead of just any prison.

PostPosted: Wed Jun 06, 2007 7:09 pm
by mibi
update: this is a rough sketch

PostPosted: Wed Jun 06, 2007 7:17 pm
by Sparqs
I like this concept - the strategy options look interesting.

Suggestion:
Guard Towers
2 or 3 towers around the yard, each with bombardment access to a portion of the yard. Perhaps call them "snipers" or some such and don't include them in the Guard bonus.

PostPosted: Wed Jun 06, 2007 7:23 pm
by riggable
Your going to have to rework the hole to make going in their more vital for your success. Perhaps make 14 gang members= +6 and 15 gang members = +10, so that going into the hole would seem important enough to risk the -1 per turn. Otherwise, the hole would just be an ignored part of the map.

PostPosted: Wed Jun 06, 2007 7:26 pm
by edbeard
I can't remember if the "conquer" option where you win a game by holding specific territories is part of the new XML, but if it is, how about making that another way to win? Eliminate your opponents, or control an entire gang.

PostPosted: Wed Jun 06, 2007 8:04 pm
by DiM
Sparqs wrote:I like this concept - the strategy options look interesting.

Suggestion:
Guard Towers
2 or 3 towers around the yard, each with bombardment access to a portion of the yard. Perhaps call them "snipers" or some such and don't include them in the Guard bonus.


there are 2 guard towers. the ones with the one way arrows :wink:

PostPosted: Wed Jun 06, 2007 8:07 pm
by mibi
edbeard wrote:I can't remember if the "conquer" option where you win a game by holding specific territories is part of the new XML, but if it is, how about making that another way to win? Eliminate your opponents, or control an entire gang.


nah, thats not too fun. i would rather wreak havoc with my +10 then simply win the game.

PostPosted: Wed Jun 06, 2007 8:10 pm
by mibi
Ruben Cassar wrote:Better finish the Trojan War map first...

...or that D-Day map. What happened to that one?


trojan war isnt ever possible until non-deployable territories is implemented, which looks to be a few months out. and d-day is still in the forge.

PostPosted: Wed Jun 06, 2007 8:32 pm
by Sparqs
DiM wrote:
Sparqs wrote:I like this concept - the strategy options look interesting.

Suggestion:
Guard Towers
2 or 3 towers around the yard, each with bombardment access to a portion of the yard. Perhaps call them "snipers" or some such and don't include them in the Guard bonus.


there are 2 guard towers. the ones with the one way arrows :wink:

Ah, I didn't see the arrows. There's no legend to indicate bombardment, so those might be security doors.

If they are towers with bombardment, I think giving them line-of-fire to a portion of the yard (with unbalanced distribution of gang members) would increase strategic options.

PostPosted: Wed Jun 06, 2007 10:31 pm
by mibi
i should also mention that each cell block has a dominant gang. but the gang members can be moved around for interesting strategies or something, lots of options here.

Love it

PostPosted: Wed Jun 06, 2007 11:13 pm
by Keredrex
What about a KITCHEN / Cafeteria....Electric Chair...Chapel

PostPosted: Thu Jun 07, 2007 5:52 am
by gimil
i like the concept but im not a big fan of the layout. maby if it was rearranged a little with dirrenet sized cell blocks. have say a maximum security block with more guard and a minimun security will less? Also gameplay wise i would like to see all the guard starting nutral so give the idea that people will ahve to physically breakout.

i dont know if this is possible but can u specify how many arnies u have on a nutral territory? if so it should be about 4 or 5 to make the breaking out part more fun.

PostPosted: Thu Jun 07, 2007 8:05 am
by mibi
gimil wrote:i like the concept but im not a big fan of the layout. maby if it was rearranged a little with dirrenet sized cell blocks. have say a maximum security block with more guard and a minimun security will less? Also gameplay wise i would like to see all the guard starting nutral so give the idea that people will ahve to physically breakout.

i dont know if this is possible but can u specify how many arnies u have on a nutral territory? if so it should be about 4 or 5 to make the breaking out part more fun.


thats an interesting idea, id consider it if other people are into it. but you have to factor in that the guards will be more difficult to hold if they have more than 3 armies on them. maybe the cell block guards can have 5 or something and the guards quaters can have 1 neutral.. that sounds like a good idea

PostPosted: Thu Jun 07, 2007 10:12 am
by hulmey
to get an instant fan base , why dont you call it Prison Break or Fox River......

PostPosted: Thu Jun 07, 2007 11:33 am
by gimil
hulmey wrote:to get an instant fan base , why dont you call it Prison Break or Fox River......


copywright lol but id love to see it lol

PostPosted: Thu Jun 07, 2007 11:34 am
by gimil
mibi wrote:
gimil wrote:i like the concept but im not a big fan of the layout. maby if it was rearranged a little with dirrenet sized cell blocks. have say a maximum security block with more guard and a minimun security will less? Also gameplay wise i would like to see all the guard starting nutral so give the idea that people will ahve to physically breakout.

i dont know if this is possible but can u specify how many arnies u have on a nutral territory? if so it should be about 4 or 5 to make the breaking out part more fun.


thats an interesting idea, id consider it if other people are into it. but you have to factor in that the guards will be more difficult to hold if they have more than 3 armies on them. maybe the cell block guards can have 5 or something and the guards quaters can have 1 neutral.. that sounds like a good idea


Have the number of armies on the guard depend on where they are. more on maximum security and like u said less of teh guards room etc

PostPosted: Thu Jun 07, 2007 11:44 am
by hulmey
There is no problem with copyright at all....As long as you profit is directly made of the map its ok....

PostPosted: Thu Jun 07, 2007 2:02 pm
by gimil
wou;d the premium memberships not be classed as making profit thou : \