having not been here for a long time ( i just finished my first year of college, and i've been busy) I feel the need to point out some things.
Firstly: the "arm" on the vault door is NOT on the vault door. That is a cartoon style bomb (the classic sphere with a wick) indicating the placement of a HOLE BLOWN IN THE VAULT so that the vault is not a one-entrance zone (the second entrance was suggested by Rishaed (SP?) early in development, and i fully agree with this method of pulling that off.
Second: in regard to names of people, yeah, i guess you guys are right, deff makes sense. The idea of putting the names of people who had been involved in discussion made sense to me, and there weren't enough names there, so extending the call for names sounded amusing, I'll support the movement to pick random names. However, in regard to the names such as "teller" and "entrance" those are names of ALARMS. those names tell WHERE the alarm is located in the bank. And most banks (in my sadly small experience, so correct me if i'm wrong) have one teller AREA and having a dozen alarms in one area makes ZERO sense for this map. In regard to why someone would take the alarm called "entrance"- how else will they get to the getaway car, which is part of the objective? In regard to getting a good drop in the vault - they can't drop in the vault at all. Guns, Alarms, and Carts (i guess thugs, guards, and carts, now... that works nicely, i agree with that idea) start neutral. For the naming debate, i still strongly support that the guards should not have names, they should be named for the area they are protecting. It doesn't matter if Bob or Dave is on duty, just that he's guarding the teller.
Maybe the graphic of the BOMB in the wall to the vault needs some work (i thought that was a really obvious one, and i really want to tell ppl to read the previous discussion, but then i realized there's 24 pages of that... so nvm that suggestion

) but i think there need to be two entrances. The name for that obviously needs some work, but i think any book with a bombed out hole in the wall of a place characters are trying to get into seems to use the phrase "making my own back door" or "making my own entrance" so i think that makes sense, if you can tell that it's a graphic of a bomb.
On the most recent version, it looks like all the dead ends are either carts or thugs, and all the alarms are in places you'll have to take to progress, so you have to weigh the choices of taking the -1 and moving into a new area, or consolidating first.
as to lostalimbo's Stepping Stones comment, yes, that's what they are. In a map with this kind of bonus scheme, not every space can have a bonus, but that doesn't mean they're not all worth taking. In fact, the spaces without anything special on them are the starting spaces, so they're absolutely necessaryb, and in such quantities that the map isn't a full luck map.
Dolomite - no people in a bank robbery??? HOSTAGES??? but they're not necessary, that's just an explanation.
rjz- good point.
shakeycat - yep, that's been a theme of discussion, and i'll throw in my two cents, cuz it looks great on my comp. It actually kind of annoys me that all the maps are so bright that some even look washed out. but i guess everyone uses diff screens and screen settings... maybe i need to turn my brightness down or something...
Anyway, I'll try to post more often, since i had been here for so long and knew what was happening, and i don't want all the previous work just thrown out. However, I'll also try not to be a force of anti-change, either, since no map is perfect and there's obviously room for improvement.
*phew* long post, sorry...
