Moderator: Cartographers


Nice spot, will get changed today.EricPhail wrote:Map of region bonuses says "closits [sic] no bonus" should now read "stairs no bonus"
I had planned on the 3 max starting positions, one in each area. These need to go onto the map. Neutrals for hallways and all other non areas I was thinking of two.EricPhail wrote:Assuming the hallways start neutral, what is/will be the neutral value (if they are starting positions: how are you making sure all players start with a fair balance of rooms and halls - given the decay and losing condition?)
I see, the reason it is not red is this. You need all three cards (red,green,blue) to get the yellow card. The reason why those doors are blue is to force any player that thinks holding the labs for a win to come out to get a blue card. I see what you mean though. I will look again at the door colours though more than the cards.EricPhail wrote:one other thing I've noticed the area around hallway 20 has a lot of purple (dark blue what colour are you calling that keycard?) doors (might be an idea for the lab 3 or head scientist office doors to be red)
It is possible, get trapped behind a door with no way out. And as that is not going to fly with the game play rules, I need to make sure that cannot happen. How about a way for doord to be passable from the inside of a room. So for the test subjects holding room, the card is red and the door is blue. If that was my only region, I am buggered as you stated. So what if I had it that if you are in a room, the door do not need a key? So of like an emergency button on the inside to let you out incase of fire. Better wording needed.EricPhail wrote:finally: it is possible to be in positions where you won't lose but CAN'T win save by time out: is there any way to avoid leaving freemiums trapped (bar deadbeating) for days in a game they couldn't win even if the other players tried to help them?

Remove or add a blood trail (attack route)? Which one would you think is better?EricPhail wrote:One final graphical nitpick please remove the unused doorways between Security 2/Hallway 2 ans conference room2/hallway 6
to avoid people thinking those are actually passage
This whole area will get more hallway regions. But will see about opening it up some as well. Not to much. I want the scientist area to be really confined and hard to move around in. This is the outbreak point and needs to be contained (my thoughts behind it). Dorm rooms are open whilst offices are the biggest area. Admin for a facility like this is going to be huge (mainly if you are government).EricPhail wrote:Actually the entire area around hallway 20 is a trap (needs unlocked passage to a keycard that will allow it to eventually return to the body of the facility)

Will leave in.EricPhail wrote:Security 2/Hallway 2 could be an attack route if you think thats better
Will remove.EricPhail wrote:Conference 2/Hallway 6 I'd lose that doorway myself (actually tbh at the moment the coference room doesn't seem to have much purpose really -
Seems to be a theme with this one. I will redo the whole lot and move some regions around so all army circles sit on the trails.EricPhail wrote:Blood trails are a little confusing for me at the moment
Yes, will add.EricPhail wrote:Finally a simple graphical note there should be a blood trail between Dorm 1 and hallway 13 given that there's a door there

Sorry, this fell onto the back burner. Will get the updated map posted this weekend.-=- Tanarri -=- wrote:Just dropping in to give a little encouragement for the next revision... looking forward to playing this one when it hits Beta


cairns, which version are you saying to go back to? I think the only really new idea on this over the others is now the blood trails on the map for connections. Or do you mean the legend part of the image?cairnswk wrote:koontz, sorry this is a negative one....
but i think the original version was far better than the graphics now...they are totally confusing and over the top and you have to search everywhere for bits and pieces.
This is, IMO, needs pulling right back.
Sorry, just my opinion.

koontz V3 was much clearer for me to understand, but then it doesn't coinvey what you need on the map.koontz1973 wrote:cairns, which version are you saying to go back to? I think the only really new idea on this over the others is now the blood trails on the map for connections. Or do you mean the legend part of the image?cairnswk wrote:koontz, sorry this is a negative one....
but i think the original version was far better than the graphics now...they are totally confusing and over the top and you have to search everywhere for bits and pieces.
This is, IMO, needs pulling right back.
Sorry, just my opinion.

This will be back. Expect it in the foundry around Christmas with an ideal beta date of next summer.ViperOverLord wrote:JMO: This could end up being Koontz's best map to date. Though off the top of my head, Rorke's Drift and 1982 are both high quality.

My (your) expectations have been dashed.koontz1973 wrote:This will be back. Expect it in the foundry around Christmas with an ideal beta date of next summer.ViperOverLord wrote:JMO: This could end up being Koontz's best map to date. Though off the top of my head, Rorke's Drift and 1982 are both high quality.