Moderator: Cartographers
natty_dread wrote:The gameplay could use some clarification. I keep looking at the map and I can't quite figure it out.
Flapcake wrote:Somewhere, I like your map, I feel however that there are some "but" (no no not that kind of buts)
Now it's my personal opinion "but" I think that there are many patterns (some There is very small / dense) it can get people's screens to flicker and make your eyes tired, there are also many dark colors, but the movie also took place in a very dark environment.
Gameplay: You have 4 corners, are they starting points? if they are I suggest that the "team colors" start together, it will give a greater feeling of a "race"
That's all for now, continue the good work
tec805 wrote:
My understanding of XML is that we cannot dictate two different colored teams (players) to be dropped in the same location (guard towers), if I'm understanding correctly what you are suggesting.
grifftron wrote:so... is this just gonna sit here forever or...?
can a mod at least post and tell us what we need to do? never seen the process this slow before.
Industrial Helix wrote:Well, just to let you know what's up... I included the map in the Map Surveyor bulletin in hopes that it might garner some support and more in depth analysis of the game play and graphics. N ot too long, I hope.
natty_dread wrote:Ok, here's what I think. Graphics first... All in all, I really like the graphical style you're going for here. Nice job. However there's several things I have to bitch about.
Firstly, you could use a bit more consistent style, something to bring it all together.
So you're going for a gritty, grungy look, which is appropriate for the theme. You have nice use of textures, although a bit different from what I would do... But then you have some stuff what doesn't seem to fit in, that looks like it doesn't belong... like the thick dotted lines for territory borders, the clean white elliptical borders, and the clean black lines for impassables (eg. in the towers & catwalks).
For the first two, I'd suggest making them look more like they blend in to the ground texture, maybe like they're lines drawn in sand, but in a way that they're still clear enough as borders. For the impassables, I'd suggest making them pop out more, make them look like walls from bird perspective. Concrete prison walls, with cracks and dirt... that'd look good.
The same issue is with the towers btw, they don't quite look like they are elevated from the level of the track, like towers should be... I'd suggest doing someting to them to make them look higher.
The legend could be better differentiated from the playable area.
You also seem to have two many different styles of fonts on the map, it looks a bit jarring. Maybe you could change the signatures to use the same font?
Ok so that's all I have on graphics right now.
As for the gameplay... this is a bit tricky. I'm having kind of a hard time trying to visualize how a typical game would play out. Is the Warden the only way to assault the pit cars or can they be assaulted otherwise?
About to holding cells, do the cells & guards in them connect to each other?
One thing that kinda worries me is, it seems if you only have track territories, you can't win the game, if your opponent has territories elsewhere... You can't get from the track to the other areas. I don't know if this is a feature or a bug, but there's always loads of complaints from players when they get into a situation where they can't win and have to just wait for the game to end... see Poland, Baseball for examples.
Industrial Helix wrote:I'ma stamp this now.
I think you've got the support necessary for this map to go on.
Though I think you need to take some careful consideration as to how player are going to play out on this map. Personally, If I was playing this map I would generally avoid the track and focus my efforts on capturing a tower and using the snipers in case anyone wandered on to the track.
I think that ideally, you want all players racing, you might try a track bonus or nevermind, I just saw there is a track bonus... good thinking.
Without Bob its a bit hard for me to figure out how the tunnels work. I think that if I hold Darren (strange name for a Yakuzajin) I can then attack Sampson who can take me to Chuck, Flora or Clinton or Randy. Correct?
tec805 wrote:Many of the names on here have relations to each other, but no one has either noticed or cared to post about it. Shame on you people for not reading enough good books!
Industrial Helix wrote:tec805 wrote:Many of the names on here have relations to each other, but no one has either noticed or cared to post about it. Shame on you people for not reading enough good books!
I would just expect a guy in the Yakuza would have a Japanese name... Having neither read the book or seen the movie... would you care to explain some of the names, just to satisfy my own curiosity?
Victor Sullivan wrote:Keep up the good work! No gameplay edits come to mind.
tec805 wrote:Victor Sullivan wrote:Keep up the good work! No gameplay edits come to mind.
Thanks for the words, trying to some up with better graphic ideas from scratch and working out gameplay by ourselves is proving a tall task. Slowly but surely we will post an update and hope for more feedback and suggestions.
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