[Abandoned] - Conquer National Bank
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Re: Conquer National Bank - Updated P16
i added new names which is now full
and changed the font on the smaller one
29 starting neutrals
26 starting possible positions
next update im hoping to thrown in a gun and bullets
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank20.jpg[/bigimg]
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank21.jpg[/bigimg]
and changed the font on the smaller one
29 starting neutrals
26 starting possible positions
next update im hoping to thrown in a gun and bullets
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank20.jpg[/bigimg]
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank21.jpg[/bigimg]
Last edited by a.sub on Mon Mar 30, 2009 1:24 am, edited 1 time in total.
Re: Conquer National Bank - Updated P16
It is more clear then before
- rishaed
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Re: Conquer National Bank - Updated P16
the font on the small is much better...good work maybe benn'll give us a rough draft stamp

aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

Re: Conquer National Bank - Updated P17
Nameless territory:
just below led zepp, also connects to the hall and side room alarms. green on big map orange on small. so you're not full on names after all.....
and i'm leaning pretty close to my monitor on the small map to read the names... but i've got pretty high resolution here, so the small map is pretty small...
As i said earlier, some sketchy plans on the blueprints, maybe a collection of random numbers by the safe door, to make it look like the plans for a heist rather than just a blueprint of a bank (though i do think i would know what it was even if i hadn't watched the whole development) would be nice.
just below led zepp, also connects to the hall and side room alarms. green on big map orange on small. so you're not full on names after all.....
and i'm leaning pretty close to my monitor on the small map to read the names... but i've got pretty high resolution here, so the small map is pretty small...
As i said earlier, some sketchy plans on the blueprints, maybe a collection of random numbers by the safe door, to make it look like the plans for a heist rather than just a blueprint of a bank (though i do think i would know what it was even if i hadn't watched the whole development) would be nice.
- Humrlmo
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Re: Conquer National Bank - Updated P17
Instead of "getaway car" can you call it "getaway humrlmo" or "getaway H2Limo" 
Highest:
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LED ZEPPELINER
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Re: Conquer National Bank - Updated P17
there is nobody on the orange 88 (on the small) by cart 5. If there is room, i was wondering if you could move my name there (sorry if im to picky
Re: Conquer National Bank - Updated P17
Humrlmo wrote:Instead of "getaway car" can you call it "getaway humrlmo" or "getaway H2Limo"
haha well i have good news and bad news
good: if you PM me i will definately put you on
Bad: this map is going on a short vacation, what has happened is my laptop iwht the .psd file and photoshop cs3 died and i am waiting on a replacement part
my sincere apologies
Re: Conquer National Bank - Updated P17
ah, these things happen. We'll still be here supporting you when you get it working again. For now, i suggest we keep making suggestions and idea posts. Though since Led Zepp and i already commented on the same problem, i think suggs are getting hard to come by.... 
Re: Conquer National Bank - Updated P17
ustus wrote:ah, these things happen. We'll still be here supporting you when you get it working again. For now, i suggest we keep making suggestions and idea posts. Though since Led Zepp and i already commented on the same problem, i think suggs are getting hard to come by....
thx
hopefully that means stamp when i get my computer fixed
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LED ZEPPELINER
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Re: Conquer National Bank - Updated P17
first gotta get stickied and go through preliminary review
Re: Conquer National Bank - Updated P17
LED ZEPPELINER wrote:first gotta get stickied and go through preliminary review
CC's red tape
- rishaed
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Re: Conquer National Bank - Updated P17
LED ZEPPELINER wrote:first gotta get stickied and go through preliminary review
then why isn't it stickied...it would get much more comment and sugg wise then right now
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

Re: Conquer National Bank - Updated P17
my computer
IT LIIIIIIIIIIIIIIIIIIIIIIVES

IT LIIIIIIIIIIIIIIIIIIIIIIVES
Re: Conquer National Bank - Updated P17
updates:
moved led zepp to the orange 88 by cart 5 and put in murphy's name to fill in the last spot that was blank
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-13.jpg[/bigimg]
moved led zepp to the orange 88 by cart 5 and put in murphy's name to fill in the last spot that was blank
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-13.jpg[/bigimg]
Re: Conquer National Bank - Updated P18
If you could clarify where exactly you are planning on taking this map, it would help give people ideas on how to make suggestions.
Are you in favor of the blueprint with the burglar's scribbles indicating the plan?
Are you considering it as more of an overhead view, as the heist takes place?
Or something entirely different?
Are you in favor of the blueprint with the burglar's scribbles indicating the plan?
Are you considering it as more of an overhead view, as the heist takes place?
Or something entirely different?
Re: Conquer National Bank - Updated P18
n00blet wrote:If you could clarify where exactly you are planning on taking this map, it would help give people ideas on how to make suggestions.
Are you in favor of the blueprint with the burglar's scribbles indicating the plan?
Are you considering it as more of an overhead view, as the heist takes place?
Or something entirely different?
i like the blueprint with scribbles indicating the plan
lzrman?
Re: Conquer National Bank - Updated P18
a.sub wrote:n00blet wrote:If you could clarify where exactly you are planning on taking this map, it would help give people ideas on how to make suggestions.
Are you in favor of the blueprint with the burglar's scribbles indicating the plan?
Are you considering it as more of an overhead view, as the heist takes place?
Or something entirely different?
i like the blueprint with scribbles indicating the plan
lzrman?
I concure
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rjz115dude
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Re: Conquer National Bank - Updated P18
good map, really nice but seems kinda confusing, maybe have some ink blots or coffee stains represent different terretories
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Emperor_Metalman
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Re: Conquer National Bank - Updated P18
I'd suggest making the alarms -1 auto-deploy, or it is difficult to find an attack route. Also, it seems like the deployments will be too low with the alarms
Big improvement over previous versions though
Big improvement over previous versions though
Re: Conquer National Bank - Updated P18
Emperor_Metalman wrote:I'd suggest making the alarms -1 auto-deploy, or it is difficult to find an attack route. Also, it seems like the deployments will be too low with the alarms
Big improvement over previous versions though
maybe -1 auto deploy for the alarms
+1 auto deploy for the guns?
Re: Conquer National Bank - Updated P18
a.sub wrote:Emperor_Metalman wrote:I'd suggest making the alarms -1 auto-deploy, or it is difficult to find an attack route. Also, it seems like the deployments will be too low with the alarms
Big improvement over previous versions though
maybe -1 auto deploy for the alarms
+1 auto deploy for the guns?
-1 is a good negative bonus, as a general rule.
But +1 would really be fairly insignificant. Not many would bother to use them as a attack points unless it already fit that way into their plans, or even for reinforcements (unless its unlimited), because the troops would accumulate so slowly. +2 would solve both these issues, possibly even +3, depending on how important you want the guns to be.
Re: Conquer National Bank - Updated P18
how about if the guns are +2 troops, not auto deploy?
- thenobodies80
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Re: Conquer National Bank - Updated P18
The map has a good potential...i like the idea.
But i have some concerns:
You're doing a great work, but i suggest you to delete all the attack lines and redesign them with a more direct reference to the objective.
Not offense, but "your name on a map" give you a good spotlight and some feedback (not easy to do actually in the foundry
), but now you have to consider that your map should be playable by all members not named in the map.
Attract them to you!
TNBDS
But i have some concerns:
- Some outer zones are very dark, adding a little bit of light? (only a bit)
- I can't understand what is the logic behind the attack routes, they seem very casual and general gameplay suffer this choice
- Why not have them with circular dots instead of squares?
- Try to have a more clear map, names makes confusion, some white,some red...
In this way the map on the whole results dirty
You're doing a great work, but i suggest you to delete all the attack lines and redesign them with a more direct reference to the objective.
Not offense, but "your name on a map" give you a good spotlight and some feedback (not easy to do actually in the foundry
Attract them to you!
TNBDS
Re: Conquer National Bank - Updated P18
thenobodies80 wrote:The map has a good potential...i like the idea.
agreed, and it's making good progress, congrats guys![]()
But i have some concerns:- look closer, the names are color coded to DECREASE confusion. guns and blanks are white (i suggest a color for the guns, but idk what color) and alarms are red. the getaway car is black. The "dirtiness" of the map may even contribute to the theme of a bank heist. However, if you think that it decreases legibility, i suggest you point this out. I'm not trying to obliterate your feedback, just respond to your criticism.
- Some outer zones are very dark, adding a little bit of light? (only a bit)
- I think this map has a good color balance, and i think numerous CC maps are lighter than necessary. The darker colors used on this map increase the realism of the map, so that it feels more like a plan for a bank heist and less like a gameboard. If your issue is readability, then you have a point. If your issue is style, then I'm pointing out the other side and it's up to a.sub and Lzrman.- I can't understand what is the logic behind the attack routes, they seem very casual and general gameplay suffer this choice
![]()
- care to make some specific directions? this is one of the areas i've been wanting to learn how to adjust...- Why not have them with circular dots instead of squares?
- style preference. Personally I support the squares, as it gives each segment of each line direction, rather than just the series. Think about it, if you were planing a bank heist, would you draw a series of circles for where you're going to go, or draw a dashed line? again, a.sub and lzrman get to pick...- Try to have a more clear map, names makes confusion, some white,some red...
In this way the map on the whole results dirty
You're doing a great work, but i suggest you to delete all the attack lines and redesign them with a more direct reference to the objective.
Not offense, but "your name on a map" give you a good spotlight and some feedback (not easy to do actually in the foundry), but now you have to consider that your map should be playable by all members not named in the map.
![]()
Attract them to you!
TNBDS
Again, i see no reason to re-do the attack lines as circles, but if you have a suggestion that would make it feel more like a bank heist i'd love to hear it, and i'll help push it with the mapmakers. Your name on a map pulled more people into this forum, and I don't think anyone dissapeared because of it. I find it much easier to refer to specific points on the map now that the points have names (see an earlier post of mine when i was trying to tell a.sub about a specific gun that had no attack routes to it...) so i think it's a big step in the right direction at least. If you have some reason that it's a problem, or some suggestion that would work better, go ahead and post it. And, honestly, it's no more or less playable for me just cuz my name's in the entryway. But it is more playable cuz that space has some name that distinguishes it from any other spot in the entryway.