a.sub wrote:made the red lighter, even though thats not gameplay lol
it makes a small difference but does help a little imo
oh and i didnt update the official version on the first page because idk if the red is right
I like this color much better
Moderator: Cartographers
a.sub wrote:made the red lighter, even though thats not gameplay lol
it makes a small difference but does help a little imo
oh and i didnt update the official version on the first page because idk if the red is right
natty_dread wrote:I've been wanting to ask this for a while, but didn't because the answer probably is in the thread... however I'm too lazy to browse the whole thread through... so... why is that one alarm named "Major Major Major Major"? seems a bit repeatative to me...
Hopscotcher wrote:a.sub wrote:made the red lighter, even though thats not gameplay lol
it makes a small difference but does help a little imo
oh and i didnt update the official version on the first page because idk if the red is right
I like this color much better
lzrman wrote:I agree that it should be the lighter red.
natty_dread wrote:a.sub wrote:catch 22?
sorry, haven't seen it...
a.sub wrote:natty_dread wrote:a.sub wrote:catch 22?
sorry, haven't seen it...
seen? tis a book! kids these days!!!
lol jk
i read it for lit last year, but i loved that book
a.sub wrote:kids these days!!!
natty_dread wrote:a.sub wrote:kids these days!!!
He says, to someone 10 years older than him...![]()
I'm sorry, I was kinda trying to remember if it was a book or a movie, but couldn't so I decided to guess for movie, since so few people read books these days... when you get to my age you'll have memory problems too!
a.sub wrote:natty_dread wrote:why is that one alarm named "Major Major Major Major"? seems a bit repeatative to me...
catch 22?
iancanton wrote:a.sub wrote:made the Mo change
swap the names? sonny sounds like a gangster-type name.
iancanton wrote:a.sub wrote:spell sheriff and getaway properly
still to be done, along with backup!
http://www.chambersharrap.co.uk/chamber ... title=21st
lzrman wrote:Gillipig has a good point about a second strategy to win with 5 alarms and a witness :O!
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
Gillipig wrote:I don't like it! I wouldn't wanna play it and that's how I know I don't like it. It's not the theme or anything but the bonuses! 2 per thug is too much for just 1 territ and the lack of other bonuses bug me. The map doesn't allow many strategies and I would strongly suggest some other bonus except holding thugs! Winning through holding the get away car and 5 stashes is too hard as well. Everyone's gonna want to control the area around the get away car since the bonuses there are massive. And holding the stashes for a long time is very hard as well. May I suggest holding 4 stashes along with the get away car in order to win... And give bonuses for holding rooms and lower the thug bonus to 1 per thug and maybe even transform some of the territs with regular forenames into witnesses and make a bonus for holding witnesses. When I think of it you could change the game plan to something similar to a swedish board game called "Tjuv och Polis" (translated to "Thief and Polis" in english) where you can win playing as a thief or as the polis. May I suggest that you rewrite the gameplan so that holding maybe 5 alarms and a couple of wittnesses is also a way to win the game.
Hopscotcher wrote:
OK........... Here is what you are missing...........
2 per thug, but -1 for alarms, so to move around the board you are looking at +1s really, plus you are trying to hose your opponents by taking their thugs, but leaving them with only alarms.
Hopscotcher wrote:There is a lot of gameplay in this map and i really like the lack of territorial bonusses. It's something really really different and I applaud it.
Hopscotcher wrote:Sure, everyone will want certain areas, but it's going to be hard as heck to get them.
Gillipig wrote:Hopscotcher wrote:
OK........... Here is what you are missing...........
2 per thug, but -1 for alarms, so to move around the board you are looking at +1s really, plus you are trying to hose your opponents by taking their thugs, but leaving them with only alarms.
Nope I didn't miss that, creating 1 or 2 more ways to earn bonuses would deal with that problem!
Hopscotcher wrote:There is a lot of gameplay in this map and i really like the lack of territorial bonusses. It's something really really different and I applaud it.
Gillipig wrote:Adding territitorial bonuses would only give players more options when they build up their strategy! (unless you make the bonuses too big)
Hopscotcher wrote:Sure, everyone will want certain areas, but it's going to be hard as heck to get them.
Gillipig wrote:That's exactly my point! Holding the get away car (and to get there you will need to grab the thugs around it as well) will be hard enough alone, to also hold 5 areas which decreases every round and are scattered across the map makes it a feat almost impsossible to pull off!
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