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Re: Swimming Pool V1.0 [23 Oct 2011]
Posted: Tue Nov 08, 2011 9:07 pm
by isaiah40
s3xt0y wrote:isaiah40 wrote:s3xt0y wrote:Industrial Helix wrote:Might need to apply for a supersize thou...
Your application has been noted, when you get your next draft posted, I will then go over it and we'll go from there!

I have a question, can I code that if a player holds the chemical room for a specific pool that all the units in the pool with decay each turn?
Unfortunately not at this time.
Re: Swimming Pool V1.0 [23 Oct 2011]
Posted: Tue Nov 08, 2011 9:43 pm
by s3xt0y
isaiah40 wrote:s3xt0y wrote:isaiah40 wrote:s3xt0y wrote:Industrial Helix wrote:Might need to apply for a supersize thou...
Your application has been noted, when you get your next draft posted, I will then go over it and we'll go from there!

I have a question, can I code that if a player holds the chemical room for a specific pool that all the units in the pool with decay each turn?
Unfortunately not at this time.
depressing

That would have been fun...
Re: Swimming Pool **Renamed** Lifeguard Wars! V1.1 [8 Nov 20
Posted: Wed Nov 09, 2011 8:51 pm
by Industrial Helix
omg... I can see the future in these visions I get and the latest vision was about this map...
I saw... pool labels. Yeah, I'm catching the abbreviations, but we need to think about our less deft players on CC... plus it would just help in locating regions. Also something indicating that the pool rules apply to the long pool would be cool. Just an adjustment in the "POOL RULES" to something along "Swim Team Pool Rules"
And after that I saw something red and inky in your future.
Re: Swimming Pool **Renamed** Lifeguard Wars! V1.1 [8 Nov 20
Posted: Wed Nov 09, 2011 10:06 pm
by s3xt0y
Industrial Helix wrote:omg... I can see the future in these visions I get and the latest vision was about this map...
I saw... pool labels. Yeah, I'm catching the abbreviations, but we need to think about our less deft players on CC... plus it would just help in locating regions. Also something indicating that the pool rules apply to the long pool would be cool. Just an adjustment in the "POOL RULES" to something along "Swim Team Pool Rules"
And after that I saw something red and inky in your future.
I added in some labels for the pools, the POOL RULES sign has the rules for all the pools, just talks about the main pool in the first two rules. But I can change that if necessary
s3x
Re: Lifeguard Wars! V1.2 [9 Nov 2011]
Posted: Thu Nov 10, 2011 2:13 pm
by Industrial Helix
hmm... that works.
In the Lifeguard manual, adding the abbreviation would help clarify who the old people are, for example "Old People (OP) lose 1 unit per turn due to Lobster effect." same for dive team (DT) and swim Kids (SK)
Re: Lifeguard Wars! V1.2 [9 Nov 2011]
Posted: Thu Nov 10, 2011 8:44 pm
by s3xt0y
ok sounds good I'll take a look at that this weekend

Re: Lifeguard Wars! V1.2 [9 Nov 2011]
Posted: Sat Nov 12, 2011 5:06 pm
by s3xt0y
Industrial Helix wrote:hmm... that works.
In the Lifeguard manual, adding the abbreviation would help clarify who the old people are, for example "Old People (OP) lose 1 unit per turn due to Lobster effect." same for dive team (DT) and swim Kids (SK)
*Fixed and I circled the win conditions, I think I am going to add something to reinforce the win conditions in the top left there just not sure what...I am also adding in footprints as I type this, so there will be attack lines on the pool deck

Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Nov 17, 2011 1:42 am
by gimli1990
just a thought from a real life lifeguard.
just thought i would say a few words on how we lifeguards save people.
one thing that we are always thaught is that you tell someone to dial 911 and then go help the victim this is usally done my a wistle code. and most of the time a lifeguard can only save one at a time we are trained on how to save 2 if needed.
looking at the map i like the idea here and hope to see it get in soon
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Nov 17, 2011 12:22 pm
by s3xt0y
gimli1990 wrote:just a thought from a real life lifeguard.
just thought i would say a few words on how we lifeguards save people.
one thing that we are always thaught is that you tell someone to dial 911 and then go help the victim this is usally done my a wistle code. and most of the time a lifeguard can only save one at a time we are trained on how to save 2 if needed.
looking at the map i like the idea here and hope to see it get in soon
I was a guard for ten years so I have a little experience, I realize guards use whistles and can save more than one person at a time...however for the sake of a guard map I have to make it so that the gameplay works.
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Nov 17, 2011 10:14 pm
by s3xt0y
do you have any unique gameplay ideas?
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Wed Nov 23, 2011 3:09 am
by isaiah40
Please post your drafts on the current page and the first post, and add in the subject what page number the current version is on. Are you going to do the deck chairs and jacuzzi? Before I can approve your supersize application, I will need to see that version. In the mean time I am looking forward to the next update!
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Wed Nov 23, 2011 3:13 am
by Victor Sullivan
I'd like to see actual people in the pool, with real names, like Sara, Victor, Eric, Gareth, Sally, Chaz, Boon, Warren, Felicia, Terry, Taylor, Fredward, etc. etc.
-Sully
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Wed Nov 23, 2011 7:54 am
by s3xt0y
To both of you yes, I have been working on a large graphic update addressing all those issues and I will add names in on top of that
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Wed Nov 23, 2011 8:13 am
by grifftron
Not sure if it was mentioned.. if it was I apologize.. but where are the diving boards around the diving tank?
-griff
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Wed Nov 30, 2011 12:48 am
by lostatlimbo
I have a few questions...
1) Why is the official incident report hand-written on lined notebook paper? Wouldn't it be more like a printed form and a bit more official?
2) Why is NO DIVING on the Pool Rules? Isn't that what the Dive Tank is for?
3) Old People? Really? How about calling them Soakers instead? I don't see any reason these all need a two letter code. Could be ST, DT, S (for Soakers) and K (for Kids). Although, I agree with Sully that these would be better with realistic names (please don't use CC nicknames). Then the legend could just be "Swimmers and soakers loose one troop per turn due to fatigue."
4) You talk about people sunbathing, but currently this looks like an indoor swimming pool. If it is supposed to be outdoors, lighten the whole thing up considerably and throw some stronger shadows in there.
5) Why does it look like someone jizzed all over the Lifeguard Wars title? It took me five minutes to realize it was supposed to be water splashing.
...and comments
1) I don't think the bikini babe works here and I don't think cheap tricks will garner more support for the map (at least from me).
2) Pool Rule #3 & #4 seem contradictory. If I understand #4 correctly, you mean that you can attack anyone in the same pool (excluding Swim Team)? If so, this would be clearer: 4. Within Kiddie Pool, Hot Tub, and Dive Tank, assault* any other territory in the same pool.
* I believe 'attack' must be 'assault' so as to not violate copyright.
3) In the Lifeguard Manual "spalsh" is spelled correctly.
4) The white tile around each pool looks rather choppy. I also think it would look a little better if it lined up with the brown tiles that surround them. Not perfectly, but closer - at least the same tile size.
5) I agree with griff that diving boards would be a nice touch. You could even have tiers and increase your bonus if you hold them and a dive instructor.
Aside from that, I like this map and hope you keep developing it. Some of the visuals are very solid and the rest just need some minor tweaks. The gameplay is unique and I like that, but I think you should reconsider the neutrals. I think it makes a pool bonus not terribly useful. Players generally don't like having to take out multiple neutrals for a bonus - especially one that will be really difficult to hold with open assault routes in each pool.
I'd consider making the swimmers starting positions and the lifeguards neutral. The swimming pools are the focal points of the map, so they should really be heavily used in the gameplay. Maybe you could do bonuses like "+1 for every swimmer in the same pool held while also holding a lifeguard?" Something like the Prison Riot prison gang bonuses.
$.02
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Fri Dec 02, 2011 2:53 pm
by s3xt0y
Thanks for your input, im in the process of redoing the graphics a fair amount it felt choppy to me as well. I have been busy with work, so there is progress happening but its slow at the moment

Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Fri Dec 02, 2011 3:09 pm
by Victor Sullivan
s3xt0y wrote:Thanks for your input, im in the process of redoing the graphics a fair amount it felt choppy to me as well. I have been busy with work, so there is progress happening but its slow at the moment

No worries, s3xt0y, I look forward to your next draft
-Sully
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Fri Dec 02, 2011 6:20 pm
by Swimmerdude99
I think that you should probably have a platform dive (two territs) and then maybe a high and low board.
Also diving blocks would be good, also to help with regions. Becuase you could put in a block and then all the swimmers in that lane could be organized by the lane number. Just my two cents

Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Sun Dec 04, 2011 12:41 pm
by s3xt0y
swimmerdude99 wrote:I think that you should probably have a platform dive (two territs) and then maybe a high and low board.
Also diving blocks would be good, also to help with regions. Becuase you could put in a block and then all the swimmers in that lane could be organized by the lane number. Just my two cents

very good idea swimmer

Def going in the next update

Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Tue Dec 06, 2011 11:05 pm
by isaiah40
What's the gossip on the next update? As I mentioned, I need to see the next update to determine if you can go supersize.
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Wed Dec 07, 2011 7:27 pm
by s3xt0y
isaiah40 wrote:What's the gossip on the next update? As I mentioned, I need to see the next update to determine if you can go supersize.
Id say im about 50% done at the moment, I'm on a shift work schedule so sleep usually takes precedence...and im allowed my ipad at work but not my computer so i can play but cant create my map

shitty deal i know
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Dec 08, 2011 9:16 am
by thenobodies80
Life guard manual: rule #1 how you can do that? if victims are killer neutrals they turn to neutral in any case.... it can't be linked with the fact you hold 911 and first aid, if they reset, they reset. Where's the trick? or maybe something I'm missing?

Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Dec 08, 2011 10:52 am
by natty dread
No, that's just impossible to do right now.
Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Dec 08, 2011 11:40 am
by s3xt0y
thenobodies80 wrote:Life guard manual: rule #1 how you can do that? if victims are killer neutrals they turn to neutral in any case.... it can't be linked with the fact you hold 911 and first aid, if they reset, they reset. Where's the trick? or maybe something I'm missing?

That will have to be changed then

Re: Lifeguard Wars! V1.3 [12 Nov 2011]
Posted: Thu Dec 08, 2011 6:51 pm
by Industrial Helix
Looking at the manual... The first rule is not possible with the XML currently on CC. So you're going to have to change that.