iancanton wrote:welcome back, lzrman! for the benefit of those new to the thread, while u were away, we discussed changing the objective to holding any 3 stashes for the win, with the stashes inside the vault being single neutrals and the stashes outside being neutral-2s.
a.sub wrote:the goal shouldnt be too hard to get, so maybe another vote is needed? what will be
A) enough to prevent an easy win B) easy enough to prevent it from being impossible C) made so that no position has a major advantage.
i personally say 3 so they can either go for the vault or the ones out of the vault, since trying a bit of both would be stupid any other opinions?
iancanton wrote:
Hopscotcher wrote:I still like at least 4 stashes
Gillipig wrote:May I suggest holding 4 stashes along with the get away car in order to win...
Hopscotcher wrote:I still like Stashes at 2.
That way you can't steam roll them, especially in the vault.
i also prefer 4 stashes plus getaway car to win because the vault alone has 3 stashes, all with a single neutral. to secure an objective win, a requirement for 4 stashes forces a player to break the vault as well as hold any stash elsewhere. it's also easier to code because there are fewer combinations - a minor point.
3 stashes plus getaway car is probably still playable, giving a much easier objective win.
since u like the latest image, i'm happy to issue an appropriate stamp for the map that has a 3-stash objective.
ian.
Woot!! I'm sure that it will probably breeze through graphics since we've been nitpicking on gameplay and focusing more on graphic oriented things anyway
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
so i made all the updates (a whopping 2 of em) and while updating i deleted version 21 so this is the new version 21 my bad [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank218-21.png[/bigimg]
natty_dread wrote:Hmm... Now that I think of it, what is the purpose for those black corners in the image? I'd like to see how it looks without them, if possible...
Also, you should start work on the small version.
VERSION: TEMP(NOT AN OFFICIAL VERSION) [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank281test.png[/bigimg]
SMALL VERSION OPTIONS im keeping the version without the black corners on the small ones because with it, the map was hard to read anyway, that may be our final for the map because i too like it without the black
ONE [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank281small.png[/bigimg]
TWO [bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank281small-2.png[/bigimg]
You know... there's a lot of very saturated colours in this image. I just realized what's been bothering me, is the wooden background... You already have a lot of clashing colours on the blueprint where you have red, green and yellow text and icons on a blue background... Which is cool, but when you add the reddish wood background around the blueprint it kinda clashes too much.
So it would be nice if you could try adjusting the colour of the wooden background... Try to decrease saturation, and adjust the hue more towards yellow than red. Then the dynamite would also be more noticeable...
Also, maybe the post-it notes could be desaturated a bit? Especially the one in the upper left corner is really bright...
And as for the small image, I prefer the font in version #2. But it's still a bit smudgy, perhaps you need to increase the font size by a pixel?
Wow I like the non black corners, could we almost make the table a little warehouse dirty looking, you now robbers plan heists at a ware house almost like Oceans 12, or we can do it on clean professional table w/ marble etc....... just a thought.
The post it note could we maybe add some scorch marks to the ends? like someone's cig ash hit the corner?
lzrman wrote:Wow I like the non black corners, could we almost make the table a little warehouse dirty looking, you now robbers plan heists at a ware house almost like Oceans 12, or we can do it on clean professional table w/ marble etc....... just a thought.
The post it note could we maybe add some scorch marks to the ends? like someone's cig ash hit the corner?
ok so i have been experimenting, but to no avail, i cant make glass, plastic or anything as realistic as the wood. however on a happier note, the new XML update makes the XML for this map, simply make a continent of all the stashes with a bonus of 0 if you hold at least 3, then make that continent and the get away car the objective.