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Re: CC ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sun Aug 17, 2008 2:59 am
by Juan_Bottom
:o :P :P :P

Yes!!!

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sun Aug 17, 2008 3:49 pm
by InkL0sed
At a glance, these are my thoughts:

It's a headache to look at, and the legend is also confusing, as is the numbering system. You're also not going to be able to fit in the army circles. I suggest you reduce the number of territories (though I like the idea and general game play), and maybe make more space by cutting down on the legend size.

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sun Aug 17, 2008 3:53 pm
by Natewolfman
InkL0sed wrote:At a glance, these are my thoughts:

It's a headache to look at, and the legend is also confusing, as is the numbering system. You're also not going to be able to fit in the army circles. I suggest you reduce the number of territories (though I like the idea and general game play), and maybe make more space by cutting down on the legend size.
well the legend was just drafted, the size of that will come with finalation... I dont really have a numbering system yet (*its a big problem) the numbers shown are neutral values

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Fri Aug 22, 2008 7:03 pm
by Natewolfman
I have the first draft with help from WidowMakers, we have ALOT to go, but now you can see the official general outline. lets get some gameplay discussion going, aye? ;)
Click image to enlarge.
image

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sat Aug 23, 2008 5:53 am
by Androidz
Natewolfman wrote:I have the first draft with help from WidowMakers, we have ALOT to go, but now you can see the official general outline. lets get some gameplay discussion going, aye? ;)
Click image to enlarge.
image
=D> :lol: you deserve the graphic stamp:D

jk, no its looks quite good=)

Didint understand that X/y thing you said should say on the map tough:(

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Sat Aug 23, 2008 3:09 pm
by Juan_Bottom
So there is no specific starting points? I can't tell.

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sat Aug 23, 2008 4:44 pm
by Natewolfman
Androidz wrote: Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that country
Juan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sun Aug 24, 2008 8:13 am
by Androidz
Natewolfman wrote:
Androidz wrote: Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that country
Juan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue
But you said the decay should say on the map which it down:/

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sun Aug 24, 2008 11:38 am
by Natewolfman
Androidz wrote:
Natewolfman wrote:
Androidz wrote: Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that country
Juan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue
But you said the decay should say on the map which it down:/
what? lol

Re: ZOMBIES!!! (Reset update, pg. 1&7, 8/16/08)

Posted: Sun Aug 24, 2008 11:42 am
by Androidz
Natewolfman wrote:
Androidz wrote:
Natewolfman wrote:
Androidz wrote: Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that country
Juan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue
But you said the decay should say on the map which it down:/
what? lol
Nevermind lol.

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Sun Sep 28, 2008 9:39 pm
by Natewolfman
alright I am back from guard and ready to get this rolling again!

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Sun Sep 28, 2008 10:07 pm
by RjBeals
Aw Yeah - I hope WidowMakers is still up for the graphics.

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Mon Sep 29, 2008 8:12 pm
by InkL0sed
I really like this layout!

More thoughts later... maybe.

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Sun Oct 12, 2008 9:42 pm
by nemrehs1
This sounds like a great idea... yet i still need to see how everything connects and the bonuses...but overall it sounds like a terrific idea

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Mon Oct 13, 2008 7:03 am
by Drew483
Nate I love the concept and look forward to playing on this map

Re: CC ZOMBIES!!! (v. 2 ; page 1&4 ; 7-13-08)

Posted: Mon Oct 13, 2008 8:50 am
by Blitzaholic
Incandenza wrote:Two quick things:

1) I love the concept, but at the moment the graphics are pretty terrible.

2) you must guard against making it too difficult to move around, otherwise people will just sit and build, and that's no fun at all. If nothing else, if I were to find myself in the middle of a zombie outbreak, I'd wait till there weren't too many around to make my move.Maybe make the initial neutrals very low (like 1 or 2) to encourage early movement, but make the respawning neutrals higher (like 5), which would fit the whole zombie pack-hunting behavior.


agreed with above


i would need to see an update and view the bonus regions and their worth?

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Mon Oct 13, 2008 9:21 am
by barterer2002
Nate my initial reaction is that you've got an issue with the distance from the starting points. I'll admit to not reading all 8 pages but am assuming you're updating your map on the first page there.

Looks to me like those safe houses directly north or south of the helipad have to cut through about 8-9 terts to get to the helipad while those coming from the west and east need to go through 11-12 and even more for the corners. Probably need to even that out a bit.

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Mon Oct 13, 2008 11:56 am
by Natewolfman
barterer2002 wrote:Nate my initial reaction is that you've got an issue with the distance from the starting points. I'll admit to not reading all 8 pages but am assuming you're updating your map on the first page there.

Looks to me like those safe houses directly north or south of the helipad have to cut through about 8-9 terts to get to the helipad while those coming from the west and east need to go through 11-12 and even more for the corners. Probably need to even that out a bit.
that is an issue we are working out, you can see on my original template, everything is evenly spaced, perfectly, with no real advantage given, but i had complaints about everything being too symetrical, the current version has plans to it being cut down a bit (mostly do to size restraints and need for readability) But trust me when i say when all is said and done the paths will be equil chance, some things we have not yet implimented are roadblocks/rubble in the streets which will make more needed turns in the paths.

Re: CC ZOMBIES!!! (v. 2 ; page 1&4 ; 7-13-08)

Posted: Mon Oct 13, 2008 11:58 am
by Natewolfman
Blitzaholic wrote:
Incandenza wrote:Two quick things:

1) I love the concept, but at the moment the graphics are pretty terrible.

2) you must guard against making it too difficult to move around, otherwise people will just sit and build, and that's no fun at all. If nothing else, if I were to find myself in the middle of a zombie outbreak, I'd wait till there weren't too many around to make my move.Maybe make the initial neutrals very low (like 1 or 2) to encourage early movement, but make the respawning neutrals higher (like 5), which would fit the whole zombie pack-hunting behavior.
agreed with above

i would need to see an update and view the bonus regions and their worth?
Once again, you can see in the template (picture below the current version) that it is the plan, they start very low around start areas, and get bigger as you get closer to the center of the town.

As for bonus' there really arent any, some places will give you more of a drop, but every bonus is per house, not per number of territories

Re: CC ZOMBIES!!! (Need a Graphic Designer)

Posted: Mon Oct 13, 2008 12:03 pm
by pempi
I am not sure about the autodeplys everywhere, when you pass through a road, the path will automatically close behind you (if i understand correctly #-o ) rendering your original and gained deploys practically useless (unless thats the idea) to your quest - as you wont be able to use them as a fort.

Other then that Cant wait to get cracking - class idea!!
Sychamore wrote:
Natewolfman wrote:CC ZOMBIES

BONUS'S
For bonus's nothing is yet set in stone, the general idea i had was for a auto-deploy only, and much like the zombies, the closer you get to town hall, the more that get auto-deployed on the buildings.
-NO SPECIFIC CONTINENT BONUS
-All bonus's are auto deploys?

OK thats my general game plan, please tell me what you think in terms of gameplay, ive PMed qwert to ask if he will do my graphics for me, if not though ill need someone else so if your interested please tell me so :)
I like the auto-deploy much like on the "New World" map, but I would only auto deploy the starting homes. Don't have it increase as you get closer to Town Hall. That will be the challenge of it; you have to keep chipping away at the zombies to get through to "Town Hall".
Maybe add a bonus to the NG roof tops. make the NG spots neutral from the start so players are not getting bonuses without having earned it.
From what I understand it looks like a fun map. I'm sure if you took a picture of the board game and sent it to one of the topographers they would put some meat on those bones.
Good Luck!! :ugeek:

Re: CC ZOMBIES!!! (Need a Graphic Designer)

Posted: Mon Oct 13, 2008 12:38 pm
by Natewolfman
pempi wrote:I am not sure about the autodeplys everywhere, when you pass through a road, the path will automatically close behind you (if i understand correctly #-o ) rendering your original and gained deploys practically useless (unless thats the idea) to your quest - as you wont be able to use them as a fort.

Other then that Cant wait to get cracking - class idea!!
I do belive i set it up as autodeploys on starting possisions only (and perhaps on the ammo depots) other then that the buildings give the bonus straight to you, HOWEVER the buildings also decay, so you have to choose if you wana waste the troops to die in the decay or take your losses and move on (decay signaling the zombies chipping away at your defences

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Mon Oct 13, 2008 1:57 pm
by blackraptor58
this sounds awesome!
i like the gameplay...conquest maps are my fovorite! :D

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Tue Oct 14, 2008 7:55 pm
by roadhawg
hey a map that makes sense , they're way to many maps being put out that just dont get it this one seems simple enough to follow yet makes for a good war

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Fri Oct 17, 2008 10:33 am
by stoopidartkid
hey guys. i didnt have the time to review all the pages of this forum post, but did you ever find a graphic designer to do this map. id be all about it if you still need someone! let me know the style you'd prefer and ill stick to the original map you designed on the first page of the post.
thanks.
me-

Re: ZOMBIES!!! (v1, pg. 1&7, 8/22/08)

Posted: Sun Oct 19, 2008 2:54 pm
by JACKAZZTJM
hey guys has anyone decided to take this project and make it nasty im pretty pumped about it