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Re: Conquer National Bank - Updated P25
Posted: Fri May 15, 2009 10:31 pm
by a.sub
well if i did that wouldnt i have to remove the police from the inside?
kk ill make money bags and tommy gun tags

Re: Conquer National Bank - Updated P25
Posted: Sat May 16, 2009 8:55 pm
by a.sub
K are we happy now you thankless bastards!!!!
jk lol
all criticism is appreciated
anyway i really would like gameplay to be the main concern plz

[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank217-1.jpg[/bigimg]
EDIT: forgot the damn pic lol

Re: Conquer National Bank - Updated P25
Posted: Mon May 18, 2009 2:11 am
by Hopscotcher
OK. I love the look and feel of this map. It's kind of a cross between Supermax and Iwo Jima lol.
My main concern upon first looking at it is that moving around is going to be a pain. Have you ever played the boardgame Talisman? It's fun until someone starts winning. That's kind of what this looks like.
I'm not sure the money carts should be booby trapped. What if the doorways required lookouts? that would make it harder for another player to block you getting past them. of course, there's not that many doorways, so... making it harder to hold the money-carts is cool.
I might offer a suggestion. What if there were alarms with little drawn red buttons and If someone is holding three of those, they stop the getaway car? Not sure if i like that idea... just throwing it out there.
I also think it would be cool if the bank robbers had code names instead of kenny and so on and so forth.
hope some of that is useful to you,
Hops
Re: Conquer National Bank - Updated P25
Posted: Mon May 18, 2009 2:55 pm
by ustus
they're not carts anymore, i suggest not calling them carts on the map. Perhaps money stashes, or money bags? since the image is bags that might be best, but it sounds... wrong to me. Idk why maybe i just don't expect banks to actually have money bags lying around... (is that right? or should it be laying? i think i got it right, but that one always confuses me a little...)
Looks good, i think i've said a couple times now, i don't think I'm qualified to say anything about game play, but if something comes to mind i'll blurt it out... best of luck!
Re: Conquer National Bank - Updated P25
Posted: Thu May 21, 2009 9:45 am
by a.sub
im putting this on a short vacation because of some sad personal reasons
Re: Conquer National Bank - Updated P25
Posted: Sun May 24, 2009 10:09 pm
by a.sub
hey all, with much help from a good friend of mine, ive decided to get back to map making

however i have lost track of what i was doing, so if we could just start back from this post
[spoiler=start from here]
a.sub wrote:K are we happy now you thankless bastards!!!!
jk lol
all criticism is appreciated
anyway i really would like gameplay to be the main concern plz

[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank217-1.jpg[/bigimg]
EDIT: forgot the damn pic lol

[/spoiler]
so things on where is should remove/add/move the thugs and alarms
names for the Thugs can come later
Re: Conquer National Bank - Updated P25
Posted: Sun May 24, 2009 11:46 pm
by ppgangster
Welcome back!
Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 2:07 am
by a.sub
ppgangster wrote:Welcome back!
thanks

Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 1:00 pm
by thenobodies80
Welcome back!
After some dirty work the map now has a cleaner look, and i'm very happy
Now we have to fix a bit the gameplay...
I spent a lot of time looking your map...but i can't understand how this map works.
I'm thinking about a bank heist....everything planned...
There're obviously two point of view.
First: The police/guards, they will do everything not to have a bak robbery. So i think guards have to be placed in some vital points on the map:
- In front of the vault door, where is now kenny
- On entrance (Sgt.Ed)
- In the vault
- In front of the back door (now there's a thug)
- In front of the rooms with carts (for example where now there's George)
Guards are starting neutrals?
Second: Thugs have to be placed where they can give a real support for players:
- Near the back door
- In the main hall
- Near the "get away car"
- Not in the vault
Then, some links are only dead end or foolish ways, i try to explain better...why i have to pass throught "private avl" and have a -1 bonus when i can pass from laura and then thug and have a +1 bonus

(this one is only an example)
I'm of the opinion that the vault door has to be harder to pass than the back door, if not why i have to search a back door?
The whole map is full of links, like tha map is saying to you: go everywhere you want, see everywhere, try to find the carts....i don't know how banks are there in USA, but here when i come into a bank there're few places where i can go.
So try to think the map with a planned sequence. (bank heist=plan)
It's a bank, you're a banker, a defence plan is needed, you have X guards, where do you think you have to place them?
You're a robber, there's a map with a bank and guards are pointed out on the map....find the best way to do a perfect bank heist...where do you can place the helpful thugs?
Now you have only to place few employers, few unlucky customers and your players
------------------------------------------------------------------------------------
Some minor things:
You have to change the names for the carts, as suggested previous.
Why a cart is placed outside the bank? (cart4)
Finally, remember to update the first post
The first time i was here i said that this map has a lot of potential, and i'm still saying...
I hope to see it in the main foundry very soon
Come on guys!
Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 1:23 pm
by a.sub
have i mentioned that yoru post are amazing?
well done and thanks!
i shall get cracking on them asap
thenobodies80 wrote:Then, some links are only dead end or foolish ways, i try to explain better...why i have to pass throught "private avl" and have a -1 bonus when i can pass from laura and then thug and have a +1 bonus

(this one is only an example)
I'm of the opinion that the vault door has to be harder to pass than the back door, if not why i have to search a back door?
The whole map is full of links, like tha map is saying to you: go everywhere you want, see everywhere, try to find the carts....i don't know how banks are there in USA, but here when i come into a bank there're few places where i can go.
So try to think the map with a planned sequence. (bank heist=plan)
as for this i think it ill make sense if i explain it
the alarms will have a neutral value of 1
the thugs will have one of 4 (give or take)
so although you could go for the bonus of +1 you would have to go through almost 4x as many neutrals
- In front of the back door (now there's a thug)
someone has to set off the charges
Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 9:05 pm
by a.sub
I think i got most of them
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank217-2.jpg[/bigimg]
Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 9:14 pm
by LED ZEPPELINER
i don't think that tlane fits with the rest of the names
Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 9:16 pm
by a.sub
LED ZEPPELINER wrote:i don't think that tlane fits with the rest of the names
but LED ZEPPELINER does right

Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 9:33 pm
by LED ZEPPELINER
Re: Conquer National Bank - Updated P25
Posted: Mon May 25, 2009 10:03 pm
by a.sub
Re: Conquer National Bank - Updated P25
Posted: Tue May 26, 2009 12:17 am
by n00blet
I think it would be perfectly acceptable to name a gangster noob.

Re: Conquer National Bank - Updated P25
Posted: Tue May 26, 2009 12:21 am
by a.sub
haha not noob, but maybe "New Guy"
Re: Conquer National Bank - Updated P25
Posted: Tue May 26, 2009 1:17 am
by n00blet
a.sub wrote:haha not noob, but maybe "New Guy"
How about...the N00 Guy?
It's a homonym and an easter egg all rolled into one!
Re: Conquer National Bank - Updated P25
Posted: Tue May 26, 2009 1:31 am
by a.sub
n00blet wrote:a.sub wrote:haha not noob, but maybe "New Guy"
How about...the N00 Guy?
It's a homonym and an easter egg all rolled into one!
maybe
remind me when i put in the gangsta names
Re: Conquer National Bank - Updated P25
Posted: Thu May 28, 2009 1:35 am
by a.sub
bump

Re: Conquer National Bank - Updated P25
Posted: Thu May 28, 2009 10:41 am
by n00blet
a.sub wrote:bump

If it's a sticky, why do you need to bump it?

`
Re: Conquer National Bank - Updated P25
Posted: Thu May 28, 2009 5:53 pm
by a.sub
n00blet wrote:a.sub wrote:bump

If it's a sticky, why do you need to bump it?

`
epic fail on my part lol
Re: Conquer National Bank - Updated P25
Posted: Wed Jun 03, 2009 12:35 am
by Hopscotcher
I personally feel there are too many neutral starting positions. In multi-player, i see a lot of first turn kills. Bank jobs are inherently messy. I think the doors, stashes, and getaway car should start off neutral. The rest should be playable positions.
A plus one on your turn isn't game breaking and neither is a -1. Besides, you might not want to take over a -1 guard and instead wait for that player to dwindle down. If eight players were on this map, they'd each start out with what? 2 positions starting out. This to me is not appealing.
An idea you might consider is this: autodeploy of +1 on thugs and guards for every 2 other thug or guard you have. So if you have three guards, all your guards get +1 at start of turn. Maybe +2.
The way this map is set up now, I wouldn't even look at a bonus until the guy next to me was outta there. I don't see anyone bothering with bonuses in a 2 player game. but that's just me
Also: if you keep it the way it is, anyone who drops on Anthony is going to stack for the Gangster next to him. There's no neighbor to Anthony, so it's pretty much a safe position.
Looks really cool over all!
ttyl,
Hops
Re: Conquer National Bank - Updated P25
Posted: Thu Jun 04, 2009 5:51 pm
by ustus
hmmm... so if two players start next to each other, and one goes first with two +1 bonuses (which wouldn't be too improbable) and the other starts with a -1 or two (or, God forbid, 3!) we're talking about the first person getting a minimum of +5 their first turn, and possibly hitting the second, who could be getting only 1 reinforcement, i think this sounds like a disaster. I think at the very least, the minus one needs to start neutral, unless i'm wrong and even on 8 player the map starts everyone with more than 12 terits... in which case we're still looking at a possible difference in starting reinforcements of up to 5 or 6 if someone gets really unlucky. I think that's a big enough difference to at least screw up the game experience, no fun to start that far behind unless the person who starts ahead plays really dumb and you manage to win from that start. Just a thought (sorry i've kinda dissapeared... i spend no time at my computer now that i'm home from college. Glad to see this is still progressing, keep up the good work. And don't bump the sticky thread

)
Re: Conquer National Bank - Updated P25
Posted: Thu Jun 04, 2009 6:37 pm
by a.sub
i see both sides
if they start off neutral:
not enough starting positions gives player 1 a MASSIVE advantage
if they dont:
who ever stars with more robbers and less alarms already won
SO
what if instead of troop advantages you get ability advantages
they both reset to neutrals each turn but all gunners can "shoot" all other gunners (like portals if you will)