[Abandoned] - Conquer National Bank

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lzrman
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Re: Conquer National Bank

Post by lzrman »

I am surprised with the draft! awesome job but we need to make it look more like a bank =P like the layouts i had
LED ZEPPELINER
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Re: Conquer National Bank

Post by LED ZEPPELINER »

maybe make it just a touch brihter on the map and the directions
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rishaed
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Re: Conquer National Bank

Post by rishaed »

lzrman wrote:Great Suggestion! on the Double Floors, we could perhaps have a conference room with a second level access? perhaps level 1 elevator can attack level 2, have it almost tiered?

can we still keep the two floors??
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LED ZEPPELINER
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Re: Conquer National Bank

Post by LED ZEPPELINER »

do you have to get all of the money carts? or just 1, it could be a certain amount. i also think that there should be certain starting positions, you have the getaway car, but maybe have everybody start off with a drop off car or something like that, just a thought
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shakeycat
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Re: Conquer National Bank

Post by shakeycat »

Two floors may be confusing, and how many of our local banks have two floors?

I like the -1 for alarms, +1 for guns. It will force players to sidestep killing each other lest they set off an alarm, allowing them to be slowed down by neutrals instead. Should there also be a couple fellow bandits (masked face) for +1, and employees (little running men?) to take hostage?

I wonder ... is it possible in XML that employees would be worth -1 if one does not have 'rope', +1 if there is 'rope'? As in, an unrestrained employee is calling the cops, a restrained one is a useful hostage. If you have five restrained, you have +5, but if your opponent cuts them all free (by conquering 'rope'), they suddenly foil your robbery.
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a.sub
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Re: Conquer National Bank

Post by a.sub »

good idea but i dont want it to be too complicated.
i was thinking this
ALL guns start off as neutrals (im thinking like 5)
and alarms start off as neutrals (1)
that way although alarms take one away you get the advantage of an easy route through the map
yes you do need to own all the money carts, thats why some are placed so you have to own an alarm to get em.
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a.sub
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Re: Conquer National Bank

Post by a.sub »

a.sub wrote:so apparently ur email rejected the .psd file which is weird, so i uploaded it to orbit files
u need to download it, add ".psd" to the end then open it
Click to download

same story
Click to download
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lostatlimbo
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Re: Conquer National Bank

Post by lostatlimbo »

a.sub wrote:yes you do need to own all the money carts, thats why some are placed so you have to own an alarm to get em.


I like this idea a lot. It would make for very interesting gameplay.

I agree that 2 floors is overkill, but you might want to tweak the blueprint a little - right now it looks like someone's apartment. :)

I also you should make the two spots before the Getaway Car be police or security guards. They could start out as neutrals too.

LED ZEPPELINER wrote:i also think that there should be certain starting positions, you have the getaway car, but maybe have everybody start off with a drop off car or something like that, just a thought


That'd be interesting - have everyone start as a 'plant' in key positions around the bank. At the teller, at the door, in the manager's office, in the vault, etc.
tlane
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Re: Conquer National Bank

Post by tlane »

i have not read everything but his looks like a great idea and should be moved into the drafting room
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a.sub
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Re: Conquer National Bank

Post by a.sub »

well right now i think the biggest problem is
"What the hell are we calling the territories?!"
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ustus
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Re: Conquer National Bank

Post by ustus »

you could name the rooms and call the territs things like "front desk gun" or "vault money cart" etc...
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a.sub
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Re: Conquer National Bank

Post by a.sub »

ustus wrote:you could name the rooms and call the territs things like "front desk gun" or "vault money cart" etc...


but there are multiple ppl in each room, and numbering them seems a bit lame imho
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ustus
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Re: Conquer National Bank

Post by ustus »

well you could do random names and label them on the blueprint...

with it being the CC bank, you could get people's permission and use their usernames...

idk, just making suggestions, I'm kinda new here so I don't know all that works or doesn't work...
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a.sub
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Re: Conquer National Bank

Post by a.sub »

ustus wrote:well you could do random names and label them on the blueprint...

with it being the CC bank, you could get people's permission and use their usernames...

idk, just making suggestions, I'm kinda new here so I don't know all that works or doesn't work...


thats a good idea, we could make the ppl with guns and alarms mods too
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a.sub
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Re: Conquer National Bank

Post by a.sub »

TEST PIC WITH NAMES
The money carts will be names "Cart 1" etc. and the car remains as the "Get Away Car"
if you like this style say so, later i will post to tell everyone to PM me names, give the guidelines for names etc.




[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-2.jpg[/bigimg]
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ustus
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Re: Conquer National Bank

Post by ustus »

if you don't want to do numbers, naming the rooms and having the money carts be referred to based on what room they're in. just an idea, but it might make it easier. Labeling the rooms would also give it more of a bank feeling, in my opinion. but that's just me, it's your map, and it looks sweet so far. great job with the blueprint look... =D>

btw, shouldn't this be in drafts at this stage?? :-s
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a.sub
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Re: Conquer National Bank

Post by a.sub »

ustus wrote:if you don't want to do numbers, naming the rooms and having the money carts be referred to based on what room they're in. just an idea, but it might make it easier. Labeling the rooms would also give it more of a bank feeling, in my opinion. but that's just me, it's your map, and it looks sweet so far. great job with the blueprint look... =D>

btw, shouldn't this be in drafts at this stage?? :-s


actually its not my map :? its lzrman's, i just posted my two cents on it
i guess it should be, but i cant do anything, like i said, its not my map :D
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lzrman
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Re: Conquer National Bank

Post by lzrman »

It was my general idea, but a.sub can sure do the majority of the work ;)

Perhaps I could code just the XML and have shared credit.
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a.sub
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Re: Conquer National Bank

Post by a.sub »

lzrman wrote:It was my general idea, but a.sub can sure do the majority of the work ;)

Perhaps I could code just the XML and have shared credit.


sounds good to me, i cant do XML for shit :lol:, now we just need a mod to move this to the drafts section :D
LED ZEPPELINER
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Re: Conquer National Bank

Post by LED ZEPPELINER »

you could just post a new topic in the drafting room with the map
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a.sub
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CC National Bank, Page 1

Post by a.sub »

kk so the idea and the XML is/will be by [player]lzrman[/player]
the image is by [player]a.sub[/player]
so the purpose of the map is to get all of the money carts to win

TEST PIC WITH NAMES
The money carts will be names "Cart 1" etc. and the car remains as the "Get Away Car"
if you like this style say so, later i will post to tell everyone to PM me user-names, give the guidelines for names etc.



[bigimg]http://i333.photobucket.com/albums/m390/asub3293/CCbank-2.jpg[/bigimg]
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a.sub
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Re: Conquer National Bank

Post by a.sub »

LED ZEPPELINER
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Re: CC National Bank, Page 1

Post by LED ZEPPELINER »

brighten up where the directions are
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the.killing.44
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Re: CC National Bank, Page 1

Post by the.killing.44 »

Hmm, there's a lot of dead space around the outside. Any way to kill this?

I do like the graphic theme - did you download that brush for the chalkie affect or did you just put something on it?

.44
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a.sub
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Re: CC National Bank, Page 1

Post by a.sub »

the.killing.44 wrote:Hmm, there's a lot of dead space around the outside. Any way to kill this?

I do like the graphic theme - did you download that brush for the chalkie affect or did you just put something on it?

.44


well i need to change the wood anyway, so maybe i could make it all bigger in the process?

to make the chalky effect i drew everything as normal, then put a layer mask with a pic of the granite from my counter top, u may need to blur up the layer mask so its not to harsh of a difference but it works
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