Moderator: Cartographers
thehippo8 wrote:This makes me smile every time I look at it! Nice work and congrats on the stamp.
Get their first (story at the top) ... should be get there first.
Admin legend - secretaries has a capitalised first letter but managers does not ... and hallways is also not capitalised (box upper right to the admin box).
Have a think about the legend for the key cards ... maybe simplify the wording?
Molotov cocktail ... Can bombard through doors. Key card is required. ... maybe one sentence ... Can bombard through doors with correct key card. ... ?
On the map .. . Test subjects holding cell ... Maybe either ... Test subject holding cell ... or ... Test subject's holding cell ... or ... Test subjects' holding cell ... depending on whether it is a holding cell where you hold test subjects or a holding cell that belongs to a single test subject or one that belongs to lots of them. Easiest is just drop the "s" on subjects!
Administrators office ... either Administrator's office or Administrators' Office ... depending on whether its there for one or many.
Hope that helps!
koontz1973 wrote:You have to have an RPG in a government lab. Official documents left over from the Nixon administration say these are the preferred weapons for mad scientist and must be installed in all Labs where the head scientist has a loony scale close to Daffy Duck.
nolefan5311 wrote:The legend needs a lot of work, but you know that. "Hold the Administration Office" needs to be changed to "Hold the Adminstrator's Office". And the apostrophe needs to be added to all instances in the legend and map. These are things that can be fixed in graphics, but you might think about getting them fixed now.
I think you need to do something to make the door colors more distinguishable. Perhaps have the outlines of the rooms the color, or make the backgrounds have the tint needed or something. But this could be just be me and my colorblindness.
You have a knife (+1 auto) in Hallway 11, but that's also a -2 decay. You'll need to do something about that. In fact, this seems to be theme throughout the map. 5 Hallways are given +2 each, but each one is a -2 decay. I would probably remove these bonuses (the top 2 boxes) since you already have an unusually high tert count bonus. I also don't like that normal rooms decay by 1; seems like an unnecessary amount of work for a playet to keep up with. I like the hallway decay though, but I do think you should trim the amount of total hallways. Hallway 20 for instance provides access to 8 rooms where Hallways 16-19 only provide access to 1 room each, etc.
The antidotes should probably be made more distinguishable. And if the point of this map is to escape this virus, I think the antidote should have a more central role in the GP, don't you think? Maybe make holding an antidote a conditional border to getting to the Helipad. Additionally, the molotov cocktails seem a little out of place and I don't think they add anything to the GP. Of course, this is zombie related, and there is no antidote after you've been bitten, so perhaps they can be removed altogether.
The Atriums take up a large portion of the central part of the map but have little relevancy in the gameplay of the map. The blue card can be had by Sec 1 and Admin 6, and there is only a beretta in the Atrium 1. Is there a chance you can get rid of Hallway 9 & 10 and perhaps funnel the winning condition through the Atrium? And maybe just trim it down to only 1 region instead of 3 of them.
What are your thoughts?
koontz1973 wrote:I will do, but I was coming up against a brick wall creatively. Will find my mojo soon for this map and will get it into play next year.
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