The parking lot is kind of odd looking though. Its as if someone painted an entire parking lot and then dropped a store on top of it. Some of the spots are half under the store etc.
I think that some of the bonuses are a little high. Appliances could be reduced by 3, childrens' wear should be reduced to 2. Furniture could be reduced by 2. Women's where could be increased to 4. I think this would balance things out a lot.
I have a few problems with the parking lot. my first problem is that some of the parking spots are just completely illogical, i would suggest fixing it. Maybe redraw all of the lines, so the parking spots are all closer to the same size, and maybe do something at like malls, how they have the parking lot, and then there is the like just a road that goes around the mall, with the cement sorta dividers dividing the sections of the parking lot, and the road. just saying. My second problem i have with the thickness of the lines. they need to be thicker, in my opinion. the map is coming along nicely
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
Why on earth are there parking spots in front of entrances? shouldn't places like that have yellow stripes for crosswalk - you know! you see it all the time.
LED ZEPPELINER wrote:I would suggest making the attack routes gradient, instead of it solid.
I'll Look into it for the next version
sailorseal wrote:Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
Great Map!
Ahoy! This map is coming along...a few random points:
The background (parking lot?) looks a little out of place with the stylized graphics that are dominating the rest of the map.
The aisles, and really the stores also---need some work, both in texture and overall graphics. The aisles look strangely unlike a floor---and the stores don't seem to remind me of stores at all. It may be worth considering making the stores "more flat"---like the buildings in CCU, rather than the current design you have.
In regards to game play, Home, Electronics, Men's Wear, Service, and Women's Wear bonuses look alright, but the remaining regions need some re-evaluation in values I think.
I'm going to be honest - this map isn't doing anything for me at all. It's a department store - I get it - but has anybody ever seen a department store laid out like this? Seems like the layout is just there for convenience as a CC map.
Some elements of the gameplay don't make sense. People walk in the aisles, but the aisles don't connect anything - why can't you go from cameras to living room? Or pets to patio? The little dude is doing it. At least make them walls so they make sense as impassables.
Bonuses are off... +3 for childrens wear (3 terits, 2 borders, an easy hold and expansion into mens wear) and +3 for womens wear (6 terits, 4 borders).
But most importantly, graphically this map is a big zero for me. You could change all of the territory names to be parts of a computer motherboard and it would work just as well. Or pieces of trash in a landfill. Or cubicles in an office building - call it anything and nobody would notice the change. Other than the little men with shopping carts (which belong in an Atari 2600 game - Pitfall maybe?) nothing says department store about this map.
On its own, making a map of a department store isn't a fantastic idea, and to turn a sketchy idea into a good map takes a lot of work and some outstanding graphics. Right now I don't see this map making it.