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

- 3205 - #T-51
haha well i have good news and bad newsHumrlmo wrote:Instead of "getaway car" can you call it "getaway humrlmo" or "getaway H2Limo"
thxustus 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....
CC's red tapeLED 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 nowLED ZEPPELINER wrote:first gotta get stickied and go through preliminary review
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

i like the blueprint with scribbles indicating the plann00blet 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 concurea.sub wrote:i like the blueprint with scribbles indicating the plann00blet 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?
lzrman?
maybe -1 auto deploy for the alarmsEmperor_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
-1 is a good negative bonus, as a general rule.a.sub wrote:maybe -1 auto deploy for the alarmsEmperor_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
+1 auto deploy for the guns?
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.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
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- 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.
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Attract them to you!
TNBDS