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[Abandoned] Escape [19/5] Pages 1/9

PostPosted: Sun Aug 19, 2012 9:03 am
by koontz1973
Image :D

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.

Map Image:
Click image to enlarge.
image


show: initial drafts and ramblings

show: game play notes

Re: Escape [23/8] V1 P1 please move to drafting room.

PostPosted: Wed Aug 22, 2012 11:57 pm
by koontz1973
Can I ask a blue boy to move this into drafting room for me. Thanks.

Re: Escape [23/8] V1 P1 please move to drafting room.

PostPosted: Thu Aug 23, 2012 9:40 am
by nolefan5311
Moved as requested

Re: Escape [24/8] V2 P1

PostPosted: Thu Aug 23, 2012 11:40 am
by koontz1973
Thanks nole. :D

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).
Click image to enlarge.
image

Re: Escape [24/8] V2 P1

PostPosted: Fri Aug 24, 2012 2:04 pm
by Gillipig
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 ;))

Re: Escape [24/8] V2 P1

PostPosted: Fri Aug 24, 2012 3:00 pm
by AndyDufresne
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

Re: Escape [24/8] V2 P1

PostPosted: Fri Aug 24, 2012 3:06 pm
by nolefan5311
Closit should be "closet" :)

Re: Escape [24/8] V2 P1

PostPosted: Fri Aug 24, 2012 3:08 pm
by Victor Sullivan
I like it!

-Sully

Re: Escape [24/8] V2 P1

PostPosted: Sat Aug 25, 2012 12:02 am
by koontz1973
AndyDufresne wrote:
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.
nolefan5311 wrote:Closit should be "closet" :)

Will change.
Victor Sullivan wrote:I like it!

-Sully

Thanks.

Re: Escape [24/8] V2 P1

PostPosted: Sat Aug 25, 2012 1:03 am
by ViperOverLord
If you had 8 players; wouldn't some of them be closer to the hellipad?

Re: Escape [24/8] V2 P1

PostPosted: Sat Aug 25, 2012 1:14 am
by koontz1973
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.

Re: Escape [26/8] V3 P1

PostPosted: Sat Aug 25, 2012 3:51 am
by koontz1973
Changed story to include government.
Changed Closet spelling.

Started to add the furniture. I have placed it into the offices only so far at a reduced opacity so it is seen but will not interfere with legibility.
Click image to enlarge.
image

Re: Escape [26/8] V3 P1

PostPosted: Sun Aug 26, 2012 4:41 am
by thehippo8
"... 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!

Re: Escape [26/8] V3 P1

PostPosted: Sun Aug 26, 2012 5:07 am
by koontz1973
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. :D

Re: Escape [26/8] V3 P1

PostPosted: Sun Aug 26, 2012 8:15 pm
by ViperOverLord
Where's the security guards?

Re: Escape [26/8] V3 P1

PostPosted: Sun Aug 26, 2012 11:50 pm
by koontz1973
The security guards are all eaten, zombies or a survivor. Take your pick.

Would you like names for the survivors. In the back story say that only a certain group survived?

Re: Escape [26/8] V3 P1

PostPosted: Mon Aug 27, 2012 1:44 am
by koontz1973
Version 3.
Click image to enlarge.
image

Increased size to max. 840/800. Will reduce when all rules are finalised.
Went through each section to make sure doors, weapons work.
Finished of furniture in all rooms.
Changed some bonuses. Removed others.
Added zombie.

All conditional rooms should now start neutral but the idea of trapping an opponent in one or even a team mate should make it more interesting for the larger games.

Re: Escape [28/8] V3 P1/2

PostPosted: Mon Aug 27, 2012 1:49 am
by thehippo8
Lol ... what if everyone gets trapped?

Re: Escape [28/8] V3 P1/2

PostPosted: Mon Aug 27, 2012 1:58 am
by koontz1973
thehippo8 wrote:Lol ... what if everyone gets trapped?

:lol:
Someone has to trap them so not everyone can be. But if 7 are trapped, one player goes around picking them off one at a time.

Re: Escape [28/8] V3 P1/2

PostPosted: Mon Aug 27, 2012 2:35 am
by thehippo8
koontz1973 wrote:
thehippo8 wrote:Lol ... what if everyone gets trapped?

:lol:
Someone has to trap them so not everyone can be. But if 7 are trapped, one player goes around picking them off one at a time.

Ya ... but what if you get a super unlucky drop!

Re: Escape [28/8] V3 P1/2

PostPosted: Mon Aug 27, 2012 2:49 am
by koontz1973
You cannot drop on the cards or behind the doors. Cards are neutral starts and behind the doors are the guns etc which are also neutral starts.

Re: Escape [28/8] V3 P1/2

PostPosted: Thu Aug 30, 2012 12:11 am
by tkr4lf
I like it. I would definitely play this.

Did you get rid of the bullets doubling any gun bonuses? I thought that was pretty cool. I suppose a more realistic way would be to add more bullets to the map and make it to where you have to hold 1 gun and 1 bullets to have a bonus, like a +2 or so. But that may make it harder to acquire a bonus. Just some thoughts.

Re: Escape [28/8] V3 P1/2

PostPosted: Thu Aug 30, 2012 12:44 am
by koontz1973
tkr, not got rid of it but just going through a redraw of the legend to get all of the rules in place. You are right about the bullets and guns and this can be done (will be done). Will do it as a expanding bonus as well, more bullets, more bonus.

Re: Escape [28/8] V3 P1/2

PostPosted: Thu Aug 30, 2012 1:17 am
by deantursx
This looks awesome Koontz. You're quickly becoming my favorite mapmaker...(So pumped for Labyrinth too!)

Re: Escape [28/8] V3 P1/2

PostPosted: Thu Aug 30, 2012 4:40 pm
by tkr4lf
koontz1973 wrote:tkr, not got rid of it but just going through a redraw of the legend to get all of the rules in place. You are right about the bullets and guns and this can be done (will be done). Will do it as a expanding bonus as well, more bullets, more bonus.

Right on.

Regarding the bonuses, an idea I have is to reduce the number of guns you have on there currently. Maybe only have one type of gun, and only have like 3-5 of them (or some small number), but have lots of bullets around (like twice as many as you have guns). This would make it more of a survival scenario where it's a rush to get a weapon, since without a weapon, you're pretty defenseless against zombies. Plus, it would make those fights over the guns pretty intense knowing that without one, you can't have a bonus, well, other than terit count bonuses/region bonuses, etc. I don't know, that probably wouldn't make the map so balanced, it just sounds like fun.

No matter what you decide to do with the bonuses, I'm looking forward to this one. Great idea for a creative use of the conditional borders!





On the note of conditional borders, perhaps somebody could take up that Bank Robbery map that was on here a long time ago. That would probably work well with conditional borders.