yeti_c wrote:I reckon "Yeti" has a good gangsta feel!?!?
C.
what about jako? its even got its own slang phrase, "u got jack, yo!"

Moderator: Cartographers
oaktown wrote:Nice to see this is back on track.
My two cents:
The Gas Chamber has no territory title. I know that it's mentioned in the legend, but somebody might not pick up on that right away. Better safe than sorry.
yeah i kinda like it how its got no title... its kind of an inside thing, seeing as no prisoner has seen the gas chamber and survived, yet they all know its there. It's also very obvious from the legend. And its a bit cramped to put in "gas chamber" in there, as well as being a little too pedestrian for such an ominous place.
Has anybody tried to calculate the odds of starting the game with some gang bonuses? We'd need to know how many members there are in each gang - if it's a lot, starting with four - or even even - would be pretty common, giving an advantage to the player who goes first.
I have tried to get people to calculate the bonuses but they all claim the math is too hard. It's beyond my math skills so it can be a challenge to anyone who wants to pick it up.
The concept of "rooms" is a bit confusing when it comes to the guards in the wings... is each guard in his own room? Can 101 hit 104? Because usually the walls are a heavier graphic, and the single black lines are doors, but in the guard areas the single black lines look like walls.
Guard 101 cannot attack Guard 104 because they are not touching. It seems pretty obvious to me. I had them staggered like that because in an earlier draft it had the guards all orderly but it created some nasty bottle necks and having one guard hold in four cell mates. It's not too pretty this way but its functional and helps the gameplay a alot.
003 and 004: couldn't hurt to put two arrows on each guard tower, to make it clear that they can hit anybdy on the yard. And woud it make more sense for them to bombard the guys on the yard rather than attack?
"The Hole: -1" - i totally get that it's -1 per cell in the hole, but maybe you should say that or else somebody might think you have to hold the entire thing to get the minus. And with each of those being starting terits it could put somebody at an early disadvantage based on the initial drop.
Your right, adding 'per cell' would clear that up. Perhaps, I could drop the -3 max thing and make the hole start neutral. This map was started before neutrals were in effect.
oaktown wrote:Has anybody tried to calculate the odds of starting the game with some gang bonuses? We'd need to know how many members there are in each gang - if it's a lot, starting with four - or even even - would be pretty common, giving an advantage to the player who goes first.
mibi wrote:Update:
1.Legend rewording.
2. The hole cells now start neutral and there is no -3 limit.
3. gas chamber is more opaque, gassier.
4. other slight changes
Large blank:
Large with neutrals:
Small blank:
Small with digits; yeah its damn tight in there, its prison ffs!
I can't guarantee timely updates after this... so hopefully this one as some legs.
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