Yeah that looks better.a.sub wrote:oh and btw i fixed the slant issues![]()
Spoiler
I wish I could think of more comments on your map, but I got nothing. It seems like a very well thought out plan.
This would seem ready for the graphics workshop, to me.
Moderator: Cartographers
Yeah that looks better.a.sub wrote:oh and btw i fixed the slant issues![]()
Spoiler

will do, where can i get the neutral numbers 0-9?iancanton wrote:is it confirmed that there are exactly 24 starting regions, being the non-bonusable people only, while all of the thugs, alarms, money carts and doors (as well as the getaway car) start neutral? lzrman, can u update the first post with this information?
a.sub, is there a version where we can see the number of starting neutrals on each region?
ian.
Thanks!iancanton wrote:laura currently has exclusive access to jack the hat's gun. swap the positions of jack the hat and private avi, then move tlane inside that room, between laura and the gun. incidentally, why is avi a private? shouldn't he be a detective or something? it's not a military bank.similarly, adith currently has exclusive access to the guns of both cop killer corinne and big tuna. try swapping the positions of sarah and sir fred.solution
so does something like this work?
and yeah ill change avi to a detectiveandrei and andrew are very similar and will appear consecutively in the dropdown lists. u need to rename one of them, so that they don't cause chester or joy to assault the wrong one.solution
well now that tlane has been moved why not make Adith a starting neutral instead of tlaneeach stash decays by 1 troop each turn, am i right? let each stash start with only 1 neutral, otherwise i don't see anyone taking them. make the objective hold 5 stashes and the getaway car to win!. in non-fog games, holding all 6 stashes simultaneously is so difficult that an objective win will be almost as rare as in feudal war.solution
ill switch Andrew's and Robert's positionssheriff has been misspelled as sherrif.solution
well money stashes decay one while alarms just get rid of 1 droppable troop, and on that note is 5 too much too? because we seem to have more ways to lose troops than gain them, how about 4 or even 3?
http://www.chambersharrap.co.uk/chamber ... title=21st
getaway ought to be one word.
http://www.chambersharrap.co.uk/chamber ... title=21stin the legend, alter the wording for the alarms and stashes to alarms and stashes are each rigged to kill off one man each turn. avoid using reinforcements here, since this word means something else in the cc rules.solution
well my embarrasingly bad spelling has been revealed
will be fixedian.solution
can we say
"But watch out, alarms will stop one
man from joining you, and the stashes are
rigged to kill a man off each stash ."
a.sub wrote:iancanton wrote:laura currently has exclusive access to jack the hat's gun. swap the positions of jack the hat and private avi, then move tlane inside that room, between laura and the gun. incidentally, why is avi a private? shouldn't he be a detective or something? it's not a military bank.solution
so does something like this work?
and yeah ill change avi to a detectiveiancanton wrote:similarly, adith currently has exclusive access to the guns of both cop killer corinne and big tuna. try swapping the positions of sarah and sir fred.solution
well now that tlane has been moved why not make Adith a starting neutral instead of tlane
a.sub has presented a neat solution here. hopscotcher has a point about it being hard for laura to go anywhere, but she can stay put after taking the gun, protected by neutrals and alarms: the +2 isn't auto-deploy, so the troops can be deployed somewhere else.Hopscotcher wrote:I agree that Adith should be a starting neutral, but I always saw Lara as one of those hard to work positions.
You have access to a gun, but to go anywhere from there, you have to either go through alarms. 2 of them for the door!
Or into the mess of people out there. I kind of like her as is.
this might be enough. however, be prepared for complaints about misdeployments during the beta stage!a.sub wrote:iancanton wrote:andrei and andrew are very similar and will appear consecutively in the dropdown lists. u need to rename one of them, so that they don't cause chester or joy to assault the wrong one.solution
ill switch Andrew's and Robert's positions
how about if we try it with 4 or 5 stashes plus the car to win, with 2 neutrals on each stash, as hopscotcher suggests?Hopscotcher wrote:I think 5 with the Car is a good number. there are 3 in the vault, so having 2 more is hard, but not unattainable. I also think 2 is a good number for the neutrals on the stashes. Making them 1's is kinda just making them boring.
Sergei? Boris? Ivan? Fjodor?Hopscotcher wrote:we want a Russian name

DOH!!!!!!!!!!!!!!!a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
Could always code the Alarms with Red Borders around the circle and thugs another color? just a thoughtHopscotcher wrote:DOH!!!!!!!!!!!!!!!a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
sounds like an ameable solutionlzrman wrote:Could always code the Alarms with Red Borders around the circle and thugs another color? just a thoughtHopscotcher wrote:DOH!!!!!!!!!!!!!!!a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

Again......... it's grahics. I really like the WAVES. I just think they just need to be in the same location on every Alarm.lzrman wrote:Could always code the Alarms with Red Borders around the circle and thugs another color? just a thoughtHopscotcher wrote:DOH!!!!!!!!!!!!!!!a.sub wrote:just stapled my pointer and middle finger together at work today, doesnt hurt but i have to type with out em which is a bitch so ill respond tomorrow lol
Just noticed this and it's not gameplay, but some of the Alarms don't reallly look like alarms. There needs to be either A: Consistent placement of the Red Waves or B: Another way to indicate Alarms I.E. a different colored DOT.
5 to win, but Stashes at 2. I think that is what we all agreed looked good.a.sub wrote:what if the waves were the army circles?
TO DO list
Rearrange the circles as show in the poorly drawn thing above
Make Adith neutral
switch robert and andrew
rephrase text to remove the word "reinforcements" and say that u only need 5 to win
spell sheriff and getaway properly![]()
make stashes 1 neutral
make thugs 4 neutral
i think thats everything right?
Stashes are already 2Hopscotcher wrote:5 to win, but Stashes at 2. I think that is what we all agreed looked good.a.sub wrote:what if the waves were the army circles?
TO DO list
Rearrange the circles as show in the poorly drawn thing above
Make Adith neutral
switch robert and andrew
rephrase text to remove the word "reinforcements" and say that u only need 5 to win
spell sheriff and getaway properly![]()
make stashes 1 neutral
make thugs 4 neutral
i think thats everything right?
We were talking about simply renaming Andrew or Andrei with a more distinctive name. (Boris?)
Everything else you listed is correct. At some point, you are going to have to make the alarms more uniform graphically, so that you can glance at a spot and know if it is or is not an alarm. I like the waves because it looks like they are blowing a whistle or literally setting off an alarm. but again. graphics, not gameplay.
Agree'd on the Yellow Thugs, try Orange or even lime green :OHopscotcher wrote:The Red blends in too much. Try Orange?????
LOVING the Yellow Thugs!!!!!!!!!!!!!!!!!!
very nicely donelzrman wrote:Agree'd on the Yellow Thugs, try Orange or even lime green :OHopscotcher wrote:The Red blends in too much. Try Orange?????
LOVING the Yellow Thugs!!!!!!!!!!!!!!!!!!
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
