Moderator: Cartographers

It will not be that bad. But a few surprises are to be had.Orc666 wrote:I like the idea of a Zombie map but don't make it too complicated please !
Simpler it it. With everything that was on the map, I could not get the legend to work. Taken about 3/4s of and it now has a simplicity to it that might just work. Only having 2 guns is easier to work, without the bullets and only auto deploys, less room.tkr4lf wrote:Hmmm.
Well, it certainly looks nice. I like how you did the legend this time.
It's much simpler now. I guess whether that's a good thing or a bad thing depends on individual preferences.
I do have to say that I really liked the plethora of bonuses you had before. But, with it being a bit simpler, it will probably appeal to more players and probably be a bit easier to get it through the foundry, instead of spending months upon months trying to work out the gameplay and bonuses.
Still a great looking map and one that I will definitely play once it reaches beta. Great job, Koontz! Glad to see you working on it again.

Easily done. Will make it so.nolefan5311 wrote:I think you need to make the medicine regions more conspicuous, and also on the mini map make the different bonus zones a little more distinguishable. For example, are the Conference Rooms part of Admin bonus? Is the infirmary part of the Lab bonus? And the Lounges...are those part of the Dorms or Labs?
Remember, every territ on this has a decay (-1 or -2) apart from special regions like guns and medicine. So in a game, you will lose more troops per round than gain. This will mean players need to really think about drops and where they go from their, simulates the virus attacking the body as well. This is one of those things that will either make the map great or a total waste of space. Never been done before but if you can think up a very good reason to remove it, I will.nolefan5311 wrote:Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.

Planning to add them as soon as I find a willing volunteer. Either that or wait till one of my students misbehaves at school.isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?

I hope that isn't a reference to using actual bloody fingerprints!?koontz1973 wrote:Planning to add them as soon as I find a willing volunteer. Either that or wait till one of my students misbehaves at school.isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?
Yes, how else am I going to get them.isaiah40 wrote:I hope that isn't a reference to using actual bloody fingerprints!?koontz1973 wrote:Planning to add them as soon as I find a willing volunteer. Either that or wait till one of my students misbehaves at school.isaiah40 wrote:Now this is just something personal I'd like to see done, can you make some bloody fingerprints on the paper like someone was reading them to see how to Escape?

This is only if people are silly enough to leave more than a single on the decay regions, which even mid level players don't do. So, though the log indicates I lost say, 12 men, in actuality, because we don't have a decay to neutral feature yet, I've only lost one from my main stack. Holding 20 regions will yield me a 10 drop...not a fan of that, and it's really going to throw off small games.koontz1973 wrote:nolefan5311 wrote:Remember, every territ on this has a decay (-1 or -2) apart from special regions like guns and medicine. So in a game, you will lose more troops per round than gain. This will mean players need to really think about drops and where they go from their, simulates the virus attacking the body as well. This is one of those things that will either make the map great or a total waste of space. Never been done before but if you can think up a very good reason to remove it, I will.nolefan5311 wrote:Also, the +1 for every 2 regions means a lot of troops will be dropped...not sure I like that.

What is wrong with stucco for the background and marble for the map?ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.

I can't quite put into words why, but the 'stucco' background in particular just looks...tacky. It feels almost 'cheap'.koontz1973 wrote:What is wrong with stucco for the background and marble for the map?ManBungalow wrote:koontz, I think most of your maps would benefit from nicer background texture and better fonts.

The background and other changes are an improvement for sure. It looks more finished already.koontz1973 wrote:New background. Glows. Mini map. Moved some icons around.

Cheers FT, anything else you spotted that might need a look at?Funkyterrance wrote:The background and other changes are an improvement for sure. It looks more finished already.

Can do. Probably not different colours but will look into getting them more pronounced.nolefan5311 wrote:I think the knife, pistol, and medicine symbols need to be more pronounced. For medicine, I only see 4, so perhaps just make those rooms different colors, and call them like Pharmacy 1, 2, and 3, or something like that?
New rules for the latest couple of drafts. Instead of the free for all, I am going to use attack lines. Tried to put in region borders and that did not work. So am going really old school and use attack lines. But with a twist and use blood trails. Does this need explaining? (guess so as you did not pick up on it, will add to legend).nolefan5311 wrote:Also, for the regions with two names in them (Security 1/Security 2, Manager 3/Sec 4, Sec 1/Manager 1, etc), are these two separate regions? If so, can they both attack out into the hallway? If not, I think you need to draw a clear line showing they do not border the hallways. I see them in previous drafts...perhaps they just got lost in this latest one.
I like infected. Nice one nole.nolefan5311 wrote:"Virus Carries" should be "Virus Carriers", or better yet, "Infected".
But if you did that, you would end up leaving yourself vulnerable to a counter attack. To get him down to a 5 drop, you need to take 6 regions. 17-6=11=5 drop. Dice would need to be bloody good for that as that would be 15 troops to knock out in one round. Been thinking about this one though as you seem unhappy with it. how about the bonuses go like Route66 and the Vertex/Austrum maps. +1 for every 4 connected in a bonus zone. Keep the 3 bonus zones only though. This would mean hallways become part of the bonus zones for each of the 3 areas.nolefan5311 wrote:Also, I need to examine the conditional borders more, but I'll have to do that once everything else is sorted out. I'm still not keen on the 1 troops for every two regions. In 1v1, a player starts with 15 regions, so 7 troops. It's not hard to conceive me taking my opponent down to 11 regions and his drop to 5 for his first turn.

To get him to a 5 drop you would only need to take 3 regions to get him to 11 (1 troop for every two regions - 10 regions is 5 troops). I'm I'm dropping 7 that's 10 troops to take 9, which is better than 50%. At that point you might be exposing yourself to counter attack, but you've also put your opponent in a big hole. I'm basing this off of the OP where you state each player starts with 15 in 1v1.koontz1973 wrote:But if you did that, you would end up leaving yourself vulnerable to a counter attack. To get him down to a 5 drop, you need to take 6 regions. 17-6=11=5 drop. Dice would need to be bloody good for that as that would be 15 troops to knock out in one round. Been thinking about this one though as you seem unhappy with it. how about the bonuses go like Route66 and the Vertex/Austrum maps. +1 for every 4 connected in a bonus zone. Keep the 3 bonus zones only though. This would mean hallways become part of the bonus zones for each of the 3 areas.nolefan5311 wrote:Also, I need to examine the conditional borders more, but I'll have to do that once everything else is sorted out. I'm still not keen on the 1 troops for every two regions. In 1v1, a player starts with 15 regions, so 7 troops. It's not hard to conceive me taking my opponent down to 11 regions and his drop to 5 for his first turn.
Hallways 1-8 admin only, 9-15 dorms and labs, 16-20 labs only.
Doing this though, I will keep the decays as is and the drops will still be a random 15 max now including the hallways (previous thoughts was to have these all start neutral).
Update tomorrow.
9 to take 12 troops as you have lost one in the decay at the start and need to take 4 regions. But I take your point which is why I am trying to come up with a solution.I'm dropping 7 that's 10 troops to take 9,
No continent bonuses anywhere on this map. The 3 so called continents (admin, dorms and labs) are just regions in which a different scale of bonus can be had. This will become flat though.standard continent bonuses
