[Abandoned] - Conquer National Bank

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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

i actually like part of lzrman's idea, how about the money carts get an auto deploy of -1 each turn, so if you fort one each turn, ur just wasting forts.
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rishaed
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Re: Conquer National Bank - Updated P7

Post by rishaed »

a.sub wrote:i actually like part of lzrman's idea, how about the money carts get an auto deploy of -1 each turn, so if you fort one each turn, ur just wasting forts.

It would sure make it harder to win but the harder it is the more strategy is involved so bring it on!!!
8-)
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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rishaed
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Re: Conquer National Bank - Updated P7

Post by rishaed »

yo a.sub when's the next draft comin out approximately...I would really hate to see this great idea go down the drain :D
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

coming out asap lol
sorry i had an AP Calculus test to study for :?
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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

Made the sticky note say the carts decay by 1
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-8.jpg[/bigimg]
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the.killing.44
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Re: Conquer National Bank - Updated P7

Post by the.killing.44 »

Quick things:

    You still have a ton of dead space along the outside
    You forgot the apostrophe in "don't" in the key
    C4-ed should be C4'ed IMO
I love the blueprint look.

.44
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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

the.killing.44 wrote:
    You still have a ton of dead space along the outside
    D you think adding things like pens/pencils would help?

    You forgot the apostrophe in "don't" in the key
    OOPS! thx ill fix that in the next update

    C4-ed should be C4'ed IMO
    i tried that and it didnt look good, but then again what do i know, i spelled don't wrong XD anyone else have an opinion on this?

I love the blueprint look.
Thx :D
.44



hey lzr can u change the thread title?
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Re: Conquer National Bank - Updated P7

Post by the.killing.44 »

Add this to the top right, it would be sweet ;)

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.44
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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

the.killing.44 wrote:Add this to the top right, it would be sweet ;)

Image

.44




is that a stock image?
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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

Fixed
  • Corrected spelling error in key
  • added dynamite*
  • added pencil*
*both images are custom made, to evade copyright issues, if anyone wants em PM me


[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-9.jpg[/bigimg]
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a.sub
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Re: Conquer National Bank - Updated P7

Post by a.sub »

ok i think the graphics are up to par
now lets discuss the neutral count for
  • Guns
  • Alarms
  • Money Carts
  • Vault Door
  • C4-ed entrance
personally im thinking
  • Guns..................5
  • Alarms................1
  • Money Carts.........3
  • Vault Door...........10
  • C4-ed entrance.....12
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ustus
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Re: Conquer National Bank - Updated P7

Post by ustus »

I'm thinking you may want the money carts up a little bit, maybe 4 or 5

either that or make the alarms 2. one seems rather low, but they are negative reinforcements, so it does make sense to have them low

other than that, sure, makes sense to me.
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rishaed
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Re: Conquer National Bank - Updated P7

Post by rishaed »

ustus wrote:I'm thinking you may want the money carts up a little bit, maybe 4 or 5

either that or make the alarms 2. one seems rather low, but they are negative reinforcements, so it does make sense to have them low

other than that, sure, makes sense to me.

I agree with ustus that the money carts are low...by the fact that if they are conquered in one turn when you hold the getaway car you'll automatically win if you are the last ;) person to go
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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lzrman
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Re: Conquer National Bank - Updated P10

Post by lzrman »

Wonder if it can be programmed in XML that you must first get the money carts before you go for the "Get away car" ?!
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a.sub
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Re: Conquer National Bank - Updated P10

Post by a.sub »

idk but that could be cool
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Re: Conquer National Bank - Updated P10

Post by the.killing.44 »

a.sub wrote:idk but that could be cool

I hate to say that isn't possible, unless you made the only attack one way from money carts -› get away car, which wouldn't be great because of the separation.

.44
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sailorseal
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Re: Conquer National Bank - Updated P10

Post by sailorseal »

Maybe add cops and if you hold x, y, z you win
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Joodoo
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Re: Conquer National Bank - Updated P10

Post by Joodoo »

might wanna make the background slightly lighter
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
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a.sub
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Re: Conquer National Bank - Updated P10

Post by a.sub »

ok so i think the best way to go about changes is to start from scratch for ideas
so since the last update (posted below for your convenience) what are your options for changes, i will list em in this post

Suggestions
  • give ppl names
  • remove colored territ by car

[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-9.jpg[/bigimg]
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Last edited by a.sub on Wed Mar 04, 2009 7:35 pm, edited 1 time in total.
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ustus
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Re: Conquer National Bank - Updated P10

Post by ustus »

I still think that colored Terit by the getaway car should be neutral.
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Re: Conquer National Bank - Updated P10

Post by ustus »

and i think it really needs terit names
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Re: Conquer National Bank - Updated P10

Post by rishaed »

ustus wrote:and i think it really needs terit names

I agree w/ ustus that this map really needs names instead of test and money cart blah... look earlier in the thread on suggs 4 what maybe it could be. :mrgreen:
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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lzrman
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Re: Conquer National Bank - Updated P10

Post by lzrman »

I was thinking take the names from the first post and work with it :) Have seperate Bank Managers / Assistants
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a.sub
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Re: Conquer National Bank - Updated P10

Post by a.sub »

lzrman wrote:I was thinking take the names from the first post and work with it :) Have seperate Bank Managers / Assistants

what would they do?
and i dont want the map to be complex
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rishaed
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Re: Conquer National Bank - Updated P10

Post by rishaed »

a.sub wrote:
lzrman wrote:I was thinking take the names from the first post and work with it :) Have seperate Bank Managers / Assistants

what would they do?
and i dont want the map to be complex

true..but we still neednames to make more suggestions..b/c I think we have worked out the major kinks in this map so far. :D
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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