Map Name:Escape Mapmaker(s):koontz1973 Number of Territories:73 starting / 23 starting neutrals. Special Features:Decays/killer neutrals/expanding bonuses/conditional borders/starting territs that decay and kill. What Makes This Map Worthy of Being Made:Nothing what so ever.
Here is what I am thinking. All territs start as normal apart from bonuses, decays and killers. Hallways and virus carriers (decay and killer) start as a one neutral. Guns as 2 neutrals, key cards as 5 neutrals, antidote as 2 neutrals and bullets as 2 neutrals. This will give plenty of territs to start of with and plenty of separate battles to fight over in the beginning.
Graphically, not to sure which way to go. Either nothing in the way of room furniture/decoration, all rooms get at least one piece of finally have just one or two rooms per section of the map done fully (like the atrium is now (not finished).
What is this place? A laboratory? The only way in (and out) is through the Helipad square. It does seem a little un realistic. I like the theme of escaping the virus. Reminds me quite a bit of the bank robbery map where the goal also was to escape. (That time with money as well )
Gillipig wrote:What is this place? A laboratory? The only way in (and out) is through the Helipad square. It does seem a little un realistic. I like the theme of escaping the virus. Reminds me quite a bit of the bank robbery map where the goal also was to escape. (That time with money as well )
I usually bring my weapons to the lab too. Ha. But it could be secret government lab, where they ferry people in and out to keep tabs on what goes in and out. There's a fantastical plausible story (in like, X-Files plausibility) for the idea probably.
Gillipig wrote:What is this place? A laboratory? The only way in (and out) is through the Helipad square. It does seem a little un realistic. I like the theme of escaping the virus. Reminds me quite a bit of the bank robbery map where the goal also was to escape. (That time with money as well )
I usually bring my weapons to the lab too. Ha. But it could be secret government lab, where they ferry people in and out to keep tabs on what goes in and out. There's a fantastical plausible story (in like, X-Files plausibility) for the idea probably.
--Andy
Can change the opening story to include government as that would make it more plausible with the one way in or out.
Yes, all players start all over the board, but to get to it, you need the yellow key card, and to get to that, you need the red, blue and green ones.
Cards and doors will/may need to be adjusted to allow players to move around freely enough but to try and keep the 3 areas (offices, labs, dorms) separate in the early rounds.
"... but you must to get there first ... " should be "... but you must get their first ..." or better "... but you have to get there first ..."
Anyway I love the idea. I can see you have it kitchen sinked with all the flashy mumu new fangled things including a clever use of the conditional bonuses. I will look at the map more carefully to see if I can't give more useful thoughts. But a couple for now. Why are there bullets in the chemical storage room? There are multiple rooms where you simply can't get out unless you have the right swipe cards. I can picture drops where you are stuffed from the start or where after a couple of unlucky losses against an opponent leaves w=you sidelined until the game finishes. Some thought needs to go into that. At the moment the map could be seen as being unsporting!
Will change the wording. As for the starts, I wanted as many starts as possible for the large games (8/12 players) but also leave the ability for trapping an opponent behind doors. I understand that it may annoy some players if they get trapped but with the conditional borders now being able, this might become an issue for all maps with it unless it is used only for a combo with the winning/losing condition.
As for the bullets, cards, weapons, key doors, etc, these will all need to be gone over with the game play mods to make sure it is all player friendly. But my initial idea was to have players in all areas with a good amount of supplies in each. Then use the cards and doors to limit the ability for any one player to dominate in the early rounds. So you must have a red card for a gun but you need the blue one for the bullets. Example of this. 3 territs for the conference room and Admin 5 start as normal. This area is closed of so they need to fight it out to get the blue card. This gets them the gun in the security office and the green card to get into the dorm rooms.
Now, if I can get it balanced like that for the rest of the map, I will be very happy.