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Monroeville Mall - Zombie Attack! (rough draft v.2)

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Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby SultanOfSurreal on Sun Feb 15, 2009 7:56 am

Hello again. I've started to work on a real draft of this project, but have run into a problem I feared I might:

Click image to enlarge.
image


As you can see, when naming the territories, the map becomes very cluttered, and due to the size of the smaller stores, the text is hard to read. It's like this no matter what I do with the text -- it's just too tiny and too cramped. Of course, this is the map scaled to meet CC's size restrictions. At original size, about 400 pixels over the limit in both directions, it looks much better:

Click image to enlarge.
image


As you can see, it's much more readable (I know positioning and coloring of the text would need to be changed for aesthetic reasons, but you can see that it would work). I know that exceptions to the size rules are allowable (as in World 2.1), so is there a way this map could be allowed to go over the limit? If not, what can be done about the text? I haven't even begun to attempt fitting army circles in...



This is a VERY rough draft of Monroeville mall from the original Dawn of the Dead. It is based on the floor plans from here: http://mallofthedead.netTerritories and continent bonuses were done by intuition, and will probably need major tweaks. I haven't done any graphical work or even named the 79 territories. I just want to see if you guys think the idea is tenable, and receive suggestions on the direction to take it from here. There are 13 continents and 5 neutral regions.

Some ideas for how play might occur:

-There are various escalators, as you see. These attack their equivalent regions on the other floor.

-As noted on the map, holding two or three of the three administrative areas gives you the Keys to the Castle, and allows you to attack past locked doors. Is this a good idea? If so, which doors should be locked?

-Since the map is based on a zombie movie, I wanted to incorporate zombies somehow. I thought of a couple ways to do this: a) keep the big central regions contigious, ie, make them each one big region that can basically attack any other from the center, but which is then "taken over" by ten or more neutral (zombie) armies at the end of the player's turn. b) Chop the neutral center regions into many smaller regions, make certain regions throughout the map "zombie-infested," inflicting a troop penalty for holding them each turn.

Thoughts? I haven't done any graphical work or anything like that on the map yet, since I'm likely to need to make major changes as I progress, but I was wondering how you guys felt about the overall at this point.


Rough Draft 1: http://img243.imageshack.us/img243/9232/monroevillepossibleon0.png
Last edited by SultanOfSurreal on Tue Feb 17, 2009 10:24 am, edited 3 times in total.
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Re: Monroeville Mall - Zombie Attack! (rough draft)

Postby Industrial Helix on Sun Feb 15, 2009 8:25 am

1) Cool idea
2) You could make a lot of the spaces revert to neutral to simulate the necessity of moving quickly and never staying in one place. There could be various safety places around the map.
3) What about a health meter or something for each player. Say if you go to eliminate the player you first have to nab his location(s) and then hit his home base (ie health/body). Plus it'd give you an opportunity to add some characters to the game loosely based on those in the movie. Each one could have a certain unique attribute. For example, you could have SWAT guy Peter have bombard in certain areas to emphasize the fact that he's got a gun.
4) Are there copyright issues with this? If there is a real Monroeville mall or even conflicts with Dawn of the Dead they might present problems... even so, I think renaming it something like Zombie Mall or something would probably do the trick.
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Re: Monroeville Mall - Zombie Attack! (rough draft)

Postby SultanOfSurreal on Sun Feb 15, 2009 8:41 am

Industrial Helix wrote:1) Cool idea
2) You could make a lot of the spaces revert to neutral to simulate the necessity of moving quickly and never staying in one place. There could be various safety places around the map.
3) What about a health meter or something for each player. Say if you go to eliminate the player you first have to nab his location(s) and then hit his home base (ie health/body). Plus it'd give you an opportunity to add some characters to the game loosely based on those in the movie. Each one could have a certain unique attribute. For example, you could have SWAT guy Peter have bombard in certain areas to emphasize the fact that he's got a gun.
4) Are there copyright issues with this? If there is a real Monroeville mall or even conflicts with Dawn of the Dead they might present problems... even so, I think renaming it something like Zombie Mall or something would probably do the trick.


That raises an interesting avenue: having certain "zombie-infested" regions which revert into neutral troops after a set number of turns, equaling however many armies were originally there. For example, if the person had 5 armies on a zombie-infested territory when they reverted to neutral, there would then be five neutral armies there, representing five zombies. If not attacked, they could then detract one troop from a surrounding area each turn and make them into another neutral army on that territory.Leaving lots of troops on a zombie territory could even be a good strategic move: drop a bunch of zombies in enemy territory and leave it to them to mop up or face hemorrhaging troops.

As for changing the name for legal reasons, I have no problem, though if possible keeping the same name would be preferred. Especially for the shops, which I intend to name after shops appearing in the movie.
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Re: Monroeville Mall - Zombie Attack! (rough draft)

Postby Juan_Bottom on Mon Feb 16, 2009 1:18 am

The phrase "you're my hero" gets thrown around a lot these days.... but if a zombie map gets quenched you'll be my hero. You'll soon discover that there are a few Zombie "fans" on this site. *I've seen the original film a good 20 times.

SultanOfSurreal wrote:That raises an interesting avenue: having certain "zombie-infested" regions which revert into neutral troops after a set number of turns, equaling however many armies were originally there. For example, if the person had 5 armies on a zombie-infested territory when they reverted to neutral, there would then be five neutral armies there, representing five zombies. If not attacked, they could then detract one troop from a surrounding area each turn and make them into another neutral army on that territory.Leaving lots of troops on a zombie territory could even be a good strategic move: drop a bunch of zombies in enemy territory and leave it to them to mop up or face hemorrhaging troops.

Natewolfman was also working on a Zombie map. I'm not sure, but I believe they found quite a few limits to the site here when it comes to making "Zombie nuetrals." I do believe however, that you can set it up so troops die every turn automatically in certian areas without any trouble from the XML. But reverting them to nuetrals I think is impossable. Nuetrals cannot attack, so it would have to be certian territories only.

*This map has INFINATE possabilities... if you are going to copy the layout, why not somewhat reflect the story film? You could make a "conditional map." For instance, one way to win would be to eliminate your opponets. Another would be to hold trucks blocking the door, a helicopter, and the safe room(I realize these aren't on the map) just like the movie.
Another interesting idea would be to add the cars in the hallway... let them atack any door or territory in the hallway... again like the film. Or maybe a "shopping trip" where you just have to hold one territory in every store? You would be battling the zombie nuetralfication AND your opponets.
I might be getting ahead of myself, but why not if you're copying the layout? Though this would sorta complicate the map and take longer to get quenched.


BUT! It would probably be easier to just create your own mall. You can control the gameplay better that way.


Industrial Helix wrote:4) Are there copyright issues with this? If there is a real Monroeville mall or even conflicts with Dawn of the Dead they might present problems... even so, I think renaming it something like Zombie Mall or something would probably do the trick.

I dunno about the mall itself, but George Romero shouldn't be any trouble. If you ask him he'll give permission... I don't think the studio maintains intellectual property rights over the mall idea, but there is a chance that I'm wrong.
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Re: Monroeville Mall - Zombie Attack! (rough draft)

Postby SultanOfSurreal on Tue Feb 17, 2009 10:21 am

Juan_Bottom wrote:Natewolfman was also working on a Zombie map. I'm not sure, but I believe they found quite a few limits to the site here when it comes to making "Zombie nuetrals." I do believe however, that you can set it up so troops die every turn automatically in certian areas without any trouble from the XML. But reverting them to nuetrals I think is impossable. Nuetrals cannot attack, so it would have to be certian territories only.

*This map has INFINATE possabilities... if you are going to copy the layout, why not somewhat reflect the story film? You could make a "conditional map." For instance, one way to win would be to eliminate your opponets. Another would be to hold trucks blocking the door, a helicopter, and the safe room(I realize these aren't on the map) just like the movie.
Another interesting idea would be to add the cars in the hallway... let them atack any door or territory in the hallway... again like the film. Or maybe a "shopping trip" where you just have to hold one territory in every store? You would be battling the zombie nuetralfication AND your opponets.
I might be getting ahead of myself, but why not if you're copying the layout? Though this would sorta complicate the map and take longer to get quenched.


BUT! It would probably be easier to just create your own mall. You can control the gameplay better that way.


I'm beginning to think I should scrap the layout and make my own due to the problems above (and after all the work I put into cleaning up the original floor plans... sigh). Do you have a link to the other zombie map? I'd like to see how they were doing it.

I'm sorry to hear about the XML problems with zombie neutrals, but I'm sure there's a workaround. The Citadel map has a region that reverts to neutral every turn, I believe... it shouldn't be too hard to make the same neutral territory gain one every turn, and another territory lose one. It wouldn't be a neutral region attacking, per se, it would just be a neutral army being added to the board. I don't know, though -- I don't even know XML, only HTML. These are bridges to cross once I get a workable layout, though.
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby Juan_Bottom on Tue Feb 17, 2009 4:32 pm

viewtopic.php?f=242&t=55422&hilit=+zombie&start=0

Here's the link to Natewolfman and Widowmakers 'Zombies!!!' map. It wen't through a few incarnations before being scraped.
And I agree about the floorplan. It would just be easier for you.
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby RjBeals on Tue Feb 17, 2009 8:06 pm

Here's my 1 failed attempt at a zombie style map:

viewtopic.php?f=242&t=53573&hilit=death+from+above
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby Vace Cooper on Thu Feb 19, 2009 10:00 am

How about the road army motorcycle dudes bonus? Also, what if your armys get stuck on the blood pressure machine spot? By the way, that is my favoret movie! What if the nutral armys get bigger every round untill you conquer the trucks in front of the entrence ways?
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby Industrial Helix on Fri Feb 20, 2009 12:23 pm

You could make a majority of the map revert to neutral after a round with the exception of a few safe spots. The Zombies wouldn't grow or attack on, but there would def. be an area where you're vulnerable to attack.

Also, another idea would be to treat some of the shops like resource pairs. For example, hair spray at the barber and fire at the tobacco shop or something. Bullets at the security room, gun in the cop car outside...
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby MrBenn on Fri Feb 20, 2009 7:59 pm

As you can see, it's much more readable (I know positioning and coloring of the text would need to be changed for aesthetic reasons, but you can see that it would work). I know that exceptions to the size rules are allowable (as in World 2.1), so is there a way this map could be allowed to go over the limit? If not, what can be done about the text? I haven't even begun to attempt fitting army circles in...

The size restrictions are in place for all maps (small map max 630x600px, large map max 840x800px). World 2.1 was created before the size restrictions were enforced, and has been given special dispensation to be grandfathered in as the sole exception to the map size restriction (other maps in play were required to be resized after the restrictions were brought in).
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby MrBenn on Mon Mar 02, 2009 7:07 pm

[Moved]

This map has been moved into the Ideas subforum, as it does not meet the criteria for a Working Draft:

Drafting Room Guidelines

To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:
    1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
    2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
    3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
    4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.
Draft images should not be larger than 630x600px (small image) or 840x800px (large image).
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Re: Monroeville Mall - Zombie Attack! (rough draft v.2)

Postby Sardauk on Tue Mar 03, 2009 2:24 pm

Make the zombie attack theme stronger, and I'd support it!
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