Moderator: Cartographers
natty_dread wrote:I think the open doors could have looked better if they were all the way open, so that the doors are at a 90* angle to the walls...
ender516 wrote:That symmetry in the bonuses (180 degree rotational symmetry) should keep all parts of the map active. I like it.
I presume you will reorder the bonus legend to something more rational in the Graphics Workshop? I would suggest that since the legend is very vertical, take the regions from the map in vertical strips, left, then centre, then right. So, reading down the legend, we would see Bank, Church, Mafia HQ, Mall, Fort Alamo, Ghetto, Cop HQ, Hospital, and Academy.
Evil DIMwit wrote:I wonder if the whole zombies-all-over-the-place thing is liable to cause ludicrous stacking. Some of these buildings are pretty isolated, to the point that attacking another building would take up 5 or more extra troops just to get there -- and forget about it if you don't manage to establish a beachhead.
Evil DIMwit wrote:Some of these buildings are pretty isolated, to the point that attacking another building would take up 5 or more extra troops just to get there -- and forget about it if you don't manage to establish a beachhead.
MarshalNey wrote:Hmmm.... 3 regions in the Mafia HQ are pretty vulnerable from any region in the Ghetto- they just have to go through 3 1's (Halls -> Blood Alley -> Kitchen) and then can attack any of three rooms (Restaraunt, Meat Locker or Back Room). With 3 effective borders, I think it's fairly accessible... (thoughts)?
ender516 wrote:You have a very thorough first post, but apart from the mention on the map itself, you don't describe the victory objective. (I presume you will change the small map to match the big one regarding only one Item needed for the objective.)
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