Moderator: Cartographers
natty_dread wrote:Guys, have some patience... the mods will get to the thread when they can.
Also... have you submitted a design brief?
koontz1973 wrote:I love this map and the new legend but a question for you....
How do you see it playing out?
koontz1973 wrote:With only 26 starting positions that leaves only 3 territs per player for large games (8 players) that is not a lot if you allow all areas to attack each other in rooms. (Very bad for quad/triple games).
In one v one games you also have a problem with players able to clear a room quickly, thus able to fort any one room.
koontz1973 wrote:With the winning conditions (which are not on the map yet) people will get to know them very fast by playing a couple of games, thus making it easy to farm newer players.
koontz1973 wrote:Gaining access to the police station from any room is not to big a problem for players as the neutrals are so low (again a problem in larger team games). If I hold the foyer for a bonus of 4, it only costs me an extra 6 armies to get to the right suspect. And from there, it is only a couple more to get to the weapon.
koontz1973 wrote:Something to think about, and I know this would require you to do a big change is getting rid of the police station completely. Turning that area into a garden, more rooms and then spread around the weapons and suspects into different rooms. You can then use your fingers and magnifying glasses to signify the winning combos. Example, place the pickaxe into the garage and Mr Pink into the bedroom, forcing any player to move into those two rooms for that combo.
Industrial Helix wrote:The motive: I think you want to say -3 decay, +5 bonus.
The next biggest concern is how well the small version is going to fit. The large map is already pretty tight, I wonder if you might benifit from supersize.
Immortalis XS wrote:The notepad is confusing. I would re-phrase it to this:
Suspects have left false clues (picture of pointing finger, magnifying glass) in the crime scene rooms.
Holding only clues that reside in the room that you control will not lead you to the real criminal!
OR
Your clues must reside in a different scene room than the one you control in order to solve the case.
Suspects have planted false clues ([finger],[mag glass]) in the Crime Scene rooms.
Don't be fooled! These clues only lead to invalid solutions.
// followed by one of these: (can't decide how best to phrase it)
Any other Weapon and Suspect will help to solve the case.
Any other Weapon and Suspect will work to solve the case.
Use any other Weapon and Suspect to solve the case.
Control any other Weapon and Suspect to solve the case.
All other Weapons and Suspects are valid.
All other Weapons and Suspects will work.
Immortalis XS wrote:Holding only clues that reside in the room that you control will not lead you to the real criminal!
OR
Your clues must reside in a different scene room than the one you control in order to solve the case.
Industrial Helix wrote:Well... if you go supersize, you have up to 1000x800 pixels on the small map. I would say, make the small map and use what extra size you need.
Industrial Helix wrote:ok, I giveth thee permission to make a supersizeth large map.
MrBenn wrote:There's a lot of wasted (ie non-territory) space to this map. I'd actually concentrate on
a) trying to make better use of the space you have got
MrBenn wrote:b) making it clearer/easier to work out what is going on
MrBenn wrote:c) adding more territories
MrBenn wrote:That said, this is a promising start, but at a first glance shows more glitz than substance (ie it looks great, but I would prefer the gameplay to be something really special )
carlpgoodrich wrote:I think MrBenn was referring to the fact that the hallways and the Motive take up a lot of space. The hallways could be MUCH skinnier, and by moving the motive somewhere else, you could add a whole extra room.
MrBenn wrote:Part of the "more territories" thing, was that in the game there are a lot of little squares to move around between the rooms. While you have got elements of things in each room, you could add more territories to "move around" in. While you do need to be collecting items within each room, I think adding more spaces in the corridors (that could start with single neutrals) would help to make it feel more like the game.
MrBenn wrote:I was not criticising the graphics in any way - I am actually a fan of the style
MrBenn wrote:My comment about "wasted space" is that the map feels quite spread out... As carl suggested, making the motive smaller would enable you to fit in some more spaces' I'd also like to see a bit less regularity (ie if you can move away from a 3x3 grid for the house, then I would strongly encourage that) - you could add a closet, maybe even a second (small) bedroom?
MrBenn wrote:--I' haven;t had a detailed look over the gameplay but will pop back with some thoughts at some point soon... I'll have to re-read things, but the objective/victory condition needs to be made a lot clearer - and we also need to start thinking about the ease with which it can be accomplished etc.
koontz1973 wrote:Some thoughts for you to think about considering what you and MrBenn have said.
Adding more territs to the hallways would make it harder for people to move from room to room but it would also increase the importance to the secret passageways. Place one more between the ones you already have doubles the number.
koontz1973 wrote:In the legend you mention the hallways lose one officer per round. Why? How many crime scenes lose officers that way.
koontz1973 wrote:Getting away from the 3/3/3 grid would be nice. How about making the kitchen and dining room one big room. You could take the foyer out completely and use all of the space of the hallways that surround it. Still have it as the foyer, but integrate it to the hall ways. This alone would remove the regularity.
Removing the motive from the centre of the room and adding a completely new room would be great as having it sitting there in the middle is a huge waste of what could be 1 big or 2 small rooms. (a second bedroom, or a guest room/nursery)
You could place the motive anywhere on the map. How about a rethink of the police station. By making the rooms there smaller, you could have 2 new rooms. On the map where it says interrogation rooms, opposite it is dead space. Use that space with any newly created space to have the motive on one side and the morgue on the other. Drawing a dead body on a trolley should not be hard for you to do with your skill.
degaston wrote:but with each suggestion it would be nice to know the reasons why you think it will make the game better.
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