Moderator: Cartographers
Any map with a winning condition requires that the player hold it until the start of their next turn, and this map isn't any different. However, perhaps you can come up with some wording, koontz, to make it clearer?frankiebee wrote:Very cool theme and map!
One question pops in my mind. Is it the objective to reach the helipad as first player or do you have to hold it for 1 turn to win. Most maps with an objective requires to hold a certain area for 1 turn. If this is the case on this map, i think it should be a bit clearer in the map description, because when I read the map, I got the feeling that when you reach the helipad you win instantly.
Can't wait to play this one!
aren't both players in 1v1 virtually certain to start with 1 or 2 of the admin, dorm or labs bonuses? if so, it'll be probable that u're able to knock out the other player's bonus.koontz1973 wrote:So you only get 7 troops to start with on the first drop. You lose one, so if you place them all on one region, you only get to attack with 9. You will need to take two lots of threes to get player 2 down to a drop of 6.




I do as well. Give a more alone feeling, mainly in foggy games. Head round a corner and hit a stack will be like coming face to face with a hoard of zombies.nolefan5311 wrote:I prefer the first idea koontz. 3 regions per player, so there is no bonus dropping. I also like the bonus structure for the 3 zones.
Again, a good idea. I like the five. This will allow the decay and still give enough troops to head out and attack.nolefan5311 wrote:Maybe you can start regions off at 4 or 5, to offset the -1 decay for regions? So players can drop 3 onto a 4 or 5 stack to begin attacking?
Not sure. I understand the reason, but most offices would not have barriers between these sort of areas in every office where space is tight. How to do the dorm rooms and the lounge areas? Would bringing out the blood trails more help I wonder and have the army circles on the trails.nolefan5311 wrote:I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4

I only say this because it's a little ambiguous if the interior of the two regions attack out into the hallway as well (Security 2, Finance 1, Manager 3). Similarly, do Dorms 1, 2, 3, 4, and 5 all border each other, and all attack out into the hallway, and do they all border Lounge 1, 2, and 3? Or do they only border regions adjacent along the blood trail? If so, perhaps you need to make the blood trail a little more conspicuous.koontz1973 wrote:Not sure. I understand the reason, but most offices would not have barriers between these sort of areas in every office where space is tight. How to do the dorm rooms and the lounge areas? Would bringing out the blood trails more help I wonder and have the army circles on the trails.nolefan5311 wrote:I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4
Now I understand. Less ambiguous. Just make it clearer what attacks what then. I will redo the trails and bring them out a tad so it will all be in a line with the odd on going on to attack more than one in the larger areas like the dorm and atrium.nolefan5311 wrote:I only say this because it's a little ambiguous if the interior of the two regions attack out into the hallway as well (Security 2, Finance 1, Manager 3). Similarly, do Dorms 1, 2, 3, 4, and 5 all border each other, and all attack out into the hallway, and do they all border Lounge 1, 2, and 3? Or do they only border regions adjacent along the blood trail? If so, perhaps you need to make the blood trail a little more conspicuous.koontz1973 wrote:Not sure. I understand the reason, but most offices would not have barriers between these sort of areas in every office where space is tight. How to do the dorm rooms and the lounge areas? Would bringing out the blood trails more help I wonder and have the army circles on the trails.nolefan5311 wrote:I also think you need to put some sort "open barriers" in the regions with 2 names (Manager 3, Sec 4) and in the hallways, sort of like how you have 2 half walls in Admin 4

Thanks, about the font, does not work well small. I will test it though when I come to do te small map though to see how bad it looks though.DJ Teflon wrote:Sorry - not followed the discussion at all but have a few comments:
- Same font for region names as per legend would be cool
Key idea (conditional borders) is very cool.
Objective: "Hold helipad for one turn to ESCAPE and win"

Me like that. Another spooky aspect.DJ Teflon wrote:Another idea: Maybe change Closets to Stairways & "Stairways connect via basement"?


Correct, you would never tell that they are the same colour. Added to the list of things to do.Seamus76 wrote:You're becoming a master of conditional borders.![]()
I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.

Cannot remember. Would you like it back in?EricPhail wrote:When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?
