Abandoned and Vacationed maps. The final resting place, unless you recycle.
Moderator: Cartographers
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Wed Feb 25, 2009 7:14 pm
i actually like part of lzrman's idea, how about the money carts get an auto deploy of -1 each turn, so if you fort one each turn, ur just wasting forts.
rishaed
Posts: 1052 Joined: Fri Jul 20, 2007 9:54 pm
Location: Somewhere in the Foundry forums looking for whats going on!
Post
by rishaed » Thu Feb 26, 2009 9:52 am
a.sub wrote: i actually like part of lzrman's idea, how about the money carts get an auto deploy of -1 each turn, so if you fort one each turn, ur just wasting forts.
It would sure make it harder to win but the harder it is the more strategy is involved so bring it on!!!
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
rishaed
Posts: 1052 Joined: Fri Jul 20, 2007 9:54 pm
Location: Somewhere in the Foundry forums looking for whats going on!
Post
by rishaed » Sat Feb 28, 2009 9:30 am
yo a.sub when's the next draft comin out approximately...I would really hate to see this great idea go down the drain
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sat Feb 28, 2009 2:54 pm
coming out asap lol
sorry i had an AP Calculus test to study for
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sat Feb 28, 2009 3:40 pm
Made the sticky note say the carts decay by 1 [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-8.jpg[/bigimg]
the.killing.44
Posts: 4724 Joined: Thu Oct 23, 2008 8:43 pm
Gender: Male
Location: now tell me what got two gums and knows how to spit rhymes
Contact:
Post
by the.killing.44 » Sat Feb 28, 2009 3:44 pm
Quick things:
You still have a ton of dead space along the outside You forgot the apostrophe in "don't" in the key C4-ed should be C4'ed IMO I love the blueprint look.
.44
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sat Feb 28, 2009 3:49 pm
the.killing.44 wrote: You still have a ton of dead space along the outsideD you think adding things like pens/pencils would help? You forgot the apostrophe in "don't" in the keyOOPS! thx ill fix that in the next update C4-ed should be C4'ed IMOi tried that and it didnt look good, but then again what do i know, i spelled don't wrong XD anyone else have an opinion on this? I love the blueprint look.
Thx .44
hey lzr can u change the thread title?
the.killing.44
Posts: 4724 Joined: Thu Oct 23, 2008 8:43 pm
Gender: Male
Location: now tell me what got two gums and knows how to spit rhymes
Contact:
Post
by the.killing.44 » Sat Feb 28, 2009 3:54 pm
Add this to the top right, it would be sweet
.44
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sat Feb 28, 2009 5:23 pm
the.killing.44 wrote: Add this to the top right, it would be sweet
.44
is that a stock image?
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sat Feb 28, 2009 6:04 pm
Fixed
Corrected spelling error in key added dynamite* added pencil* *both images are custom made, to evade copyright issues, if anyone wants em PM me [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-9.jpg[/bigimg]
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sat Feb 28, 2009 6:09 pm
ok i think the graphics are up to par
now lets discuss the neutral count for
Guns Alarms Money Carts Vault Door C4-ed entrance personally im thinking
Guns..................5 Alarms................1 Money Carts.........3 Vault Door...........10 C4-ed entrance.....12
ustus
Posts: 291 Joined: Thu Nov 20, 2008 3:49 pm
Post
by ustus » Sat Feb 28, 2009 8:55 pm
I'm thinking you may want the money carts up a little bit, maybe 4 or 5 either that or make the alarms 2. one seems rather low, but they are negative reinforcements, so it does make sense to have them low other than that, sure, makes sense to me.
rishaed
Posts: 1052 Joined: Fri Jul 20, 2007 9:54 pm
Location: Somewhere in the Foundry forums looking for whats going on!
Post
by rishaed » Sun Mar 01, 2009 4:25 pm
ustus wrote: I'm thinking you may want the money carts up a little bit, maybe 4 or 5 either that or make the alarms 2. one seems rather low, but they are negative reinforcements, so it does make sense to have them low other than that, sure, makes sense to me.
I agree with ustus that the money carts are low...by the fact that if they are conquered in one turn when you hold the getaway car you'll automatically win if you are the last
person to go
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
lzrman
Posts: 235 Joined: Wed Aug 20, 2008 4:04 am
Location: Western Canada
Post
by lzrman » Sun Mar 01, 2009 8:37 pm
Wonder if it can be programmed in XML that you must first get the money carts before you go for the "Get away car" ?!
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Sun Mar 01, 2009 9:28 pm
idk but that could be cool
the.killing.44
Posts: 4724 Joined: Thu Oct 23, 2008 8:43 pm
Gender: Male
Location: now tell me what got two gums and knows how to spit rhymes
Contact:
Post
by the.killing.44 » Sun Mar 01, 2009 9:31 pm
a.sub wrote: idk but that could be cool
I hate to say that isn't possible, unless you made the only attack one way from money carts -› get away car, which wouldn't be great because of the separation.
.44
sailorseal
Posts: 2735 Joined: Sun May 25, 2008 2:49 pm
Gender: Male
Location: conquerclub.com
Post
by sailorseal » Sun Mar 01, 2009 9:36 pm
Maybe add cops and if you hold x, y, z you win
Joodoo
Posts: 1639 Joined: Fri Mar 21, 2008 1:19 am
Gender: Male
Location: Greater Toronto, Canada
Post
by Joodoo » Mon Mar 02, 2009 3:25 am
might wanna make the background slightly lighter
TheSaxlad wrote: The Dice suck a lot of the time.
And if they dont suck then they blow.
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Wed Mar 04, 2009 12:00 am
ok so i think the best way to go about changes is to start from scratch for ideas
so since the last update (posted below for your convenience) what are your options for changes, i will list em in this post
Suggestions give ppl names remove colored territ by car [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-9.jpg[/bigimg]
Direct Link
Last edited by
a.sub on Wed Mar 04, 2009 7:35 pm, edited 1 time in total.
ustus
Posts: 291 Joined: Thu Nov 20, 2008 3:49 pm
Post
by ustus » Wed Mar 04, 2009 2:48 pm
I still think that colored Terit by the getaway car should be neutral.
ustus
Posts: 291 Joined: Thu Nov 20, 2008 3:49 pm
Post
by ustus » Wed Mar 04, 2009 2:48 pm
and i think it really needs terit names
rishaed
Posts: 1052 Joined: Fri Jul 20, 2007 9:54 pm
Location: Somewhere in the Foundry forums looking for whats going on!
Post
by rishaed » Wed Mar 04, 2009 3:26 pm
ustus wrote: and i think it really needs terit names
I agree w/ ustus that this map really needs names instead of test and money cart blah... look earlier in the thread on suggs 4 what maybe it could be.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
lzrman
Posts: 235 Joined: Wed Aug 20, 2008 4:04 am
Location: Western Canada
Post
by lzrman » Wed Mar 04, 2009 5:01 pm
I was thinking take the names from the first post and work with it
Have seperate Bank Managers / Assistants
a.sub
Posts: 1834 Joined: Thu Jun 14, 2007 3:07 am
Gender: Male
Post
by a.sub » Wed Mar 04, 2009 7:36 pm
lzrman wrote: I was thinking take the names from the first post and work with it
Have seperate Bank Managers / Assistants
what would they do?
and i dont want the map to be complex
rishaed
Posts: 1052 Joined: Fri Jul 20, 2007 9:54 pm
Location: Somewhere in the Foundry forums looking for whats going on!
Post
by rishaed » Thu Mar 05, 2009 7:54 am
a.sub wrote: lzrman wrote: I was thinking take the names from the first post and work with it
Have seperate Bank Managers / Assistants
what would they do?
and i dont want the map to be complex
true..but we still
need names to make more suggestions..b/c I think we have worked out the major kinks in this map so far.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.