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Heist!

PostPosted: Fri Jul 22, 2011 12:49 pm
by ParadiceCity9
Hi everybody,

My brother and I thought of the idea of a map based on a heist/bank robbery. We made a (very) rough sketch of what we had in mind on PowerPoint, as seen below.

Click image to enlarge.
image


To overview the map, since it's not so clear as of now just by looking at it, I'll go over the basics:

We thought it would be cool to have a map where there are two objectives you could achieve, only needing one of them to win the game. The first is having all cops and all hostages and holding them for one turn. The other, based on the criminals' point of view, is that you win if you hold both the vault and the entire getaway truck (in the top left) for one turn. The vault is guarded by a total of four locked doors, two on either side. These will be automatically set to neutral at the start of the game, with a troop count of something like 8 or 10. You only have to go through two of the locked doors, either the top two or the side two, to reach the vault, which will also be preset to a high neutral. The locked doors are all one way attacks toward the vault.

Cop Cars 1 and 2 can access the window on the bottom left, 3 and 4 access the front entrance, and 5 and 6 access the window on the bottom right. Cop Car 1 also borders (and possibly just bombards) the driver of the getaway truck. All cop cars border each other. The front entrance and the right window both connect to the fountain in the middle of the lobby, which is the only territory in the lobby that connects to the counter/desk. All territories in the lobby can attack each other. The same goes to any of the rooms; all territories can attack each if they're in the same room.

Adjacent hallways in the back connect to each other. We haven't decided yet if everybody in each room border the hallways they are next to, or if just the criminals can, or just the hostages, or whatever the case may be. For now, we have some predefined borders from the criminals and hostages (represented on the map as of now as C# and H#) to each of the hallways.

The back door in the upper left side borders both the driver and the back part of the getaway truck.


As far as bonuses go, this is what we've thought of:

All Entryways: +4
Every 3 Hostages: +1
Entire Lobby: +6
All 4 Plants: +3
ATM: Auto-Deploy +1
Criminals:
3: +2
5: +4
7: +7
Cop Cars:
4: +2
6: +6

Comments and questions are more than welcome!

Also, we couldn't decide on calling it "Heist!" or "Cops and Robbers." Your thoughts?

Thanks,

PC9

Re: Heist!

PostPosted: Fri Jul 22, 2011 1:06 pm
by natty dread
There was a bank robbery map in development a while back...

viewtopic.php?f=242&t=77141

Re: Heist!

PostPosted: Sun Jul 24, 2011 11:13 pm
by danfrank
natty_dread wrote:There was a bank robbery map in development a while back...

viewtopic.php?f=242&t=77141



This was another map that was nitpicked to death and therefore stalled.. Although i didn`t much care for the graphics of that map , i liked the idea ...

Re: Heist!

PostPosted: Mon Jul 25, 2011 1:24 am
by natty dread
danfrank wrote:
natty_dread wrote:There was a bank robbery map in development a while back...

viewtopic.php?f=242&t=77141



This was another map that was nitpicked to death and therefore stalled.. Although i didn`t much care for the graphics of that map , i liked the idea ...


Ok, obviously you have an agenda here... you pop into the foundry now and then, and every post you make you slip in some quip about how the foundry provides "too much criticism" to maps and "nitpicks too much"...

Maybe you speak from experience here? Idk, I seem to remember you trying to get some map done sometimes?

Anyway... yes, we criticize, sometimes even nitpick. You'd rather let any idiot produce whatever crap he wants because "he's worked on it oh so long" and is tired of the nitpicks...?

You'd rather CC became like Landgrab? Where any idiot can put his 5-minute ms paint doodle up for play?

I hope not. There's standards of quality to uphold, and the mapmaker shouldn't get his map through just because it's been this or that long in development. If someone has comments or criticism on a map, it should be addressed. If the mapmaker decides that the mapmaking process is too much for him to handle after all and quits, too bad, but we can do without unfinished maps. We still get lots of good maps done.

Oh, and in the case of Conquer National Bank, the map was not "nitpicked to death" as you want to assert, the mapmaker had to quit because he didn't have time to continue making the map, possibly due to rl situation.

Re: Heist!

PostPosted: Mon Jul 25, 2011 9:08 am
by JaLoMen
So are there any thoughts on the map? I like the idea but would like some other players' input on this. What do you think about the objectives? Are they clear enough? Bonuses good? Any other ideas?

Re: Heist!

PostPosted: Mon Jul 25, 2011 9:23 am
by Victor Sullivan
JackLovesMen wrote:So are there any thoughts on the map? I like the idea but would like some other players' input on this. What do you think about the objectives? Are they clear enough? Bonuses good? Any other ideas?

Seems awfully skin-and-bones, to me. I feel like you could do so much more here.

Perhaps construct the map around both parties in this "Heist" affair - the cops and the robbers. You could have positive bonuses for holding just cops or just robbers, but negative bonuses for holding both kinds. You could have an objective for each side as well - like for the cops, you could have the objective hold a cop car, 2 policemen, the chief and the vault, to secure the vault, and for the robbers you could have hold the getaway van, 2 robber goons, the mob boss, and the vault to nab the cash and escape.

-Sully

Re: Heist!

PostPosted: Tue Jul 26, 2011 11:13 am
by ParadiceCity9
Thanks for the input, Victor. I like the idea of having negative bonuses and incorporating different levels of the robbers (goons, mob boss, etc). We'll reply back with an update when we get the time to make one.

Re: Heist!

PostPosted: Sun Sep 04, 2011 7:36 am
by isaiah40
[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

Re: Heist!

PostPosted: Thu Nov 03, 2011 6:58 am
by thenobodies80
Moving this one into the ideas subforum, according to the current Foundry Guidelines --> viewtopic.php?f=649&t=150681&p=3292833#p3292833

If the map has NOT received at least the Draft Stamp, it will be considered just an advanced idea and therefore it will be moved back to the Idea Subforum.


Nobodies

Re: Heist!

PostPosted: Thu Nov 03, 2011 10:34 am
by Industrial Helix
natty_dread wrote:There was a bank robbery map in development a while back...

viewtopic.php?f=242&t=77141


Yeah, what Mr. DreaD said. The bank heist map was pretty cool. I liked the game mechanics and the graphics were pretty good. If I were you I'd start taking cues from that map and possibly take it over and tweak it to incorporate whatever unique idea you might have.

As for your draft, its pretty thin on the details. It has some form but nothing about it says "this is a heist" to me.

So my advice is start driving the story points and see how they did it on the other map.