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.
Orc666 wrote:I like the idea of a Zombie map but don't make it too complicated please !
Well, it certainly looks nice. I like how you did the legend this time.
It's much simpler now. I guess whether that's a good thing or a bad thing depends on individual preferences.
I do have to say that I really liked the plethora of bonuses you had before. But, with it being a bit simpler, it will probably appeal to more players and probably be a bit easier to get it through the foundry, instead of spending months upon months trying to work out the gameplay and bonuses.
Still a great looking map and one that I will definitely play once it reaches beta. Great job, Koontz! Glad to see you working on it again.
nolefan5311 wrote:I think you need to make the medicine regions more conspicuous, and also on the mini map make the different bonus zones a little more distinguishable. For example, are the Conference Rooms part of Admin bonus? Is the infirmary part of the Lab bonus? And the Lounges...are those part of the Dorms or Labs?
nolefan5311 wrote:Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.
isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?
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