FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2011269:date=Nov 5 2012, 06:44 PM:name=SjN)--><div class='quotetop'>QUOTE (SjN @ Nov 5 2012, 06:44 PM) <a href="index.php?act=findpost&pid=2011269"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't wait to try this map. I miss caged!
You should probably turn Central processing into a tech point.<!--QuoteEnd--></div><!--QuoteEEnd--> After the recent playtest I decided to turn it into a double res node location again, like the original had before. I'm going to hold off considering a techpoint for that location until after a lot more testing.
Today I scribbled a little redesign of Stability Monitoring in a scrap of paper, and I already had a plan for an alteration of the Sewer hive in mind (and also on paper.) Once I have re-greyboxed those - and once I've grouped up some more geometry into ComanderInvisible - I will release a new version in the Workshop. Should be pretty soon.
<!--quoteo(post=2011288:date=Nov 5 2012, 04:56 PM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 5 2012, 04:56 PM) <a href="index.php?act=findpost&pid=2011288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After the recent playtest I decided to turn it into a double res node location again, like the original had before. I'm going to hold off considering a techpoint for that location until after a lot more testing.
Today I scribbled a little redesign of Stability Monitoring in a scrap of paper, and I already had a plan for an alteration of the Sewer hive in mind (and also on paper.) Once I have re-greyboxed those - and once I've grouped up some more geometry into ComanderInvisible - I will release a new version in the Workshop. Should be pretty soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
sounds exciting...
i absolutely love the cargo hive on veil(?), it's really amazing what mappers can do when they put their mind to it.
ns2 is really making me want to get back into mapping, i started learning the UT map editor back in the day but was never patient enough to finish a project. ns2 seems to be one of the few games where you can make the map look crazy-awesome without negatively effecting gameplay, with the freedom of asymmetry and dark crawl spaces :D
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Very good map so far, but I've run into a couple of major issues: - Problems connecting cysts to areas such as between lower and upper sewer and past the golden pipes to central processing when coming from shipping tunnels from the south - Lower sewer RT was hard to cyst to and I wasn't able to drop the harvester on it - Drifters spawned from lower sewer or shipping tunnel spawn trapped - Minimap is messed up (room names/RTs/tech nodes are offset) - In general, there are quite a few ceiling props/geometry making it difficult for the comm to see/drop things properly
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2017540:date=Nov 10 2012, 12:03 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Nov 10 2012, 12:03 AM) <a href="index.php?act=findpost&pid=2017540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very good map so far, but I've run into a couple of major issues: - Problems connecting cysts to areas such as between lower and upper sewer and past the golden pipes to central processing when coming from shipping tunnels from the south - Lower sewer RT was hard to cyst to and I wasn't able to drop the harvester on it - Drifters spawned from lower sewer or shipping tunnel spawn trapped - Minimap is messed up (room names/RTs/tech nodes are offset) - In general, there are quite a few ceiling props/geometry making it difficult for the comm to see/drop things properly<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, I ran into these issues during the playtest as well. They've all been fixed in my current unreleased build, and at the moment I am redesigning Stability Monitoring because that room simply doesn't work in NS2 (the Sewer-side of the map has already seen some big changes). I am hoping to publish an updated version either this weekend or early the coming week.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2012
I'm pretty close to releasing a new version of Caged on the workshop, but I'm having a weird issue that prevents something kinda vital. I have pre-placed cysts from the hive in Ventilation to the RT, but no matter what I do to the floor (it's been a variety of ramps as well), they won't show up in-game. I've also tried making a ramp on the other side, and it just drops the first cyst and nothing else. Does anyone have any ideas what might be wrong?
EDIT: I should note that all those cysts have <b>startsBuilt </b>and <b>startsMature </b>set to <i>True</i>, and <b>onlyexplore </b>to <i>False</i>.
Did you try placing them slightly above the floor? Like 1", can't be that harmful, right?
edit: Actually, i might know the reason why it's not placing it. Cysts have to be connected to the other cysts that are eventually connected to a hive, but they cant connect to anything that is on a 90° slope, which would be the case with the stairs. What we see and think != What the pc sees and thinks. To fix it you could place a face on top of it, like a ramp, but with a texture that is empty. Not quite sure how the infestation is going to act with the actual stair though. :/
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2020082:date=Nov 11 2012, 11:56 PM:name=Krozu)--><div class='quotetop'>QUOTE (Krozu @ Nov 11 2012, 11:56 PM) <a href="index.php?act=findpost&pid=2020082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you try placing them slightly above the floor? Like 1", can't be that harmful, right?<!--QuoteEnd--></div><!--QuoteEEnd--> Yup, I've tried both slightly above to quite a lot above. They just didn't show up. :(
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2020176:date=Nov 12 2012, 01:25 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Nov 12 2012, 01:25 AM) <a href="index.php?act=findpost&pid=2020176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try adding a flat ramp over the stairs and add that to a group CollisionGeometry (no spaces) too smooth it out.<!--QuoteEnd--></div><!--QuoteEEnd--> Done, but that also doesn't work. :( I should add that I can place cysts as alien commander in that area without any problems. They just don't want to show up pre-placed.
I've done some more testing, and it confuses me even more, see the screenshot below.
This may or may not sound stupid and obvious, but i get the feeling they have to be directly connected to the hive. If not they simply won't spawn. From a logic point of view, i can understand why it would work like that. So you may not be able to work around it unless they put it into the game.
You could try placing a little platform in the wall where you place a cyst on to make it connect to the harvester. Won't be able to destroy it though.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
It occurred to me on my bicycle ride home from work that the Hive -> RT cysts might need some kind of LOS. I will test this further after I've put some food into myself.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=2020936:date=Nov 13 2012, 03:49 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 13 2012, 03:49 AM) <a href="index.php?act=findpost&pid=2020936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It occurred to me on my bicycle ride home from work that the Hive -> RT cysts might need some kind of LOS. I will test this further after I've put some food into myself.<!--QuoteEnd--></div><!--QuoteEEnd--> could be - maybe try testing that in a seperate greybox to confirm :) I mean like a room that is flat, and definitely has no LoS.
By looking at the way the infestation is spreading in that screenshot, i'm wondering if you need to weld your geometry (if you haven't already) on the floor. Because the infesation looks like its growing everywhere by the top faces of the stairs.
Also have you thought about just putting in a ramp for the time being? not a collision geo one, but a proper one. even just for a test. if it works you could put in some stair props over the top of it later on if you want to give a stairs look.
<!--quoteo(post=2021341:date=Nov 13 2012, 12:02 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Nov 13 2012, 12:02 AM) <a href="index.php?act=findpost&pid=2021341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also have you thought about just putting in a ramp for the time being? not a collision geo one, but a proper one.<!--QuoteEnd--></div><!--QuoteEEnd-->
I tried that, didn't work, and it was in LoS of the hive. Which is why i think it has to be directly connected to the hive for it to work.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
It had been a ramp in various forms before, and it will be again very soon. ;) I've decided to just move the resource node for now to where there is a line of sight to the hive. If no other issues appear I should be releasing the latest version on the Workshop tonight.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2012
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->I have now updated ns2_caged in the Steam Workshop with Revision 3.<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
The map is still just greyboxed, but now it should be playable enough to actually test whether the layout works for NS2 in its current state. Any and all feedback is encouraged. I'm hoping to organize a playtest withing the next few days.
<b>CHANGELOG</b> o Redesigned* the <i>Sewer </i>hive. o Replaced the small pipe connecting<i> Lower Sewer</i> and <i>Upper Sewer</i> with something bigger. o Turned <i>Central Processing</i> into a double resource node location. o Split <i>Stability Monitoring</i> into two locations, named - after a mighty feat of inspiration - <i>Stability</i> and <i>Monitoring</i>. o Redesigned* the <i>Stability</i> part of the former <i>Stability Monitoring</i> location. o Turned the hallway east of <i>Generator</i> hive into its own location, temporarily named <i>That One Hallway</i>. o Added power nodes to all named locations. o Moved <i>Ventilation</i> hive resource node and power node. o Moved <i>Auxiliary Generator</i> resource node and power node. o Moved <i>Upper Sewer</i> power node. o Enlarged <i>Upper Sewer</i> resource node alcove. o Vents now appear orange on the minimap. o Made a LOT of geometry and props invisible to the commanders. o Fixed various structure placement bugs. o Fixed an issue where lights wouldn't come on after destroyed power nodes were repaired.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->*By 'redesigned' I mean 'still a grey box, but now a little different.' ;)<!--sizec--></span><!--/sizec-->
<b>POSSIBLE FUTURE PLANS</b> o I am contemplating connecting the northeast corner of Central Processing to the corridor where Stability and Monitoring now meet.
One question, won't the the vents cause draw distance issues (And marines can shoot from one end to the other)? Adding a corner or something at the exit/entry would solve that. Bit silly that i only just noticed that. :/
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2022698:date=Nov 14 2012, 02:24 AM:name=Krozu)--><div class='quotetop'>QUOTE (Krozu @ Nov 14 2012, 02:24 AM) <a href="index.php?act=findpost&pid=2022698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One question, won't the the vents cause draw distance issues (And marines can shoot from one end to the other)? Adding a corner or something at the exit/entry would solve that. Bit silly that i only just noticed that. :/<!--QuoteEnd--></div><!--QuoteEEnd--> The vents look straight on the minimap, but they have some vertical drops to prevent draw issues. :)
It all comes down to this roll. Roy Munson, a man-child, with a dream to topple bowling giant Ernie McCracken. If he strikes, he's the 1979 Odor-Eaters Champion. He's got one foot in the frying pan and one in the pressure cooker. Believe me, as a bowler, I know that right about now, your bladder feels like an overstuffed vacuum cleaner bag and your butt is kinda like an about-to-explode bratwurst.
<!--quoteo(post=2022705:date=Nov 14 2012, 01:33 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 14 2012, 01:33 AM) <a href="index.php?act=findpost&pid=2022705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The vents look straight on the minimap, but they have some vertical drops to prevent draw issues. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
The upper sewer rt can be shot down with a arc from the southern pit in marine start. I actually like this because its the only viable arc spot that I can see right now. Aliens can still take this and just use shade ink cloud to cancel scans thus rendering the arc useless. Maybe force the marines to dump money into arc robo and an arc with nothing to gain. I think it adds some meta to the map. But to compensate for a sewer start I would move the ventilation access rt into purification station. The rt in vent is kinda cramped in between the stairs and the corner. Now I know you are going to say well moving it to pure will make vent systems start worse. Not really because systems is the the farthest possible spawn away from marine start. So you have more time to expand anyways.
maybe put it right in the middle of those two things.
<!--quoteo(post=2022877:date=Nov 13 2012, 10:07 PM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Nov 13 2012, 10:07 PM) <a href="index.php?act=findpost&pid=2022877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also i was able to do this.
no big deal just remove the light prop or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
The prop probably isn't in the commander invisible group which is why that is possible most likely.
FlaterectomyNetherlandistanJoin Date: 2005-02-03Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=2023142:date=Nov 14 2012, 03:44 PM:name=Industry)--><div class='quotetop'>QUOTE (Industry @ Nov 14 2012, 03:44 PM) <a href="index.php?act=findpost&pid=2023142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The prop probably isn't in the commander invisible group which is why that is possible most likely.<!--QuoteEnd--></div><!--QuoteEEnd--> Nah, that's totally a feature. This way, your armory won't get in the way of those very important computers... Honest. :D Ahem. Yes.
Thanks for the info, nSidia, I'm making note of your finds - and the light prop fail I just took care of. ;)
<!--quoteo(post=2022705:date=Nov 14 2012, 11:33 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Nov 14 2012, 11:33 AM) <a href="index.php?act=findpost&pid=2022705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The vents look straight on the minimap, but they have some vertical drops to prevent draw issues. :)
A thought... to stop the marine JPs from easily utilising that vent and to give aliens that added "extra" bonus of gameplay, instead of having 2 dropdowns, have the first elbow from the righ go up and then accross with a larger drop.
Means plucky marines who think to ninja in behind alien base will have a hard time of it.
Comments
more progress !!! :D
You should probably turn Central processing into a tech point.
You should probably turn Central processing into a tech point.<!--QuoteEnd--></div><!--QuoteEEnd-->
After the recent playtest I decided to turn it into a double res node location again, like the original had before. I'm going to hold off considering a techpoint for that location until after a lot more testing.
Today I scribbled a little redesign of Stability Monitoring in a scrap of paper, and I already had a plan for an alteration of the Sewer hive in mind (and also on paper.) Once I have re-greyboxed those - and once I've grouped up some more geometry into ComanderInvisible - I will release a new version in the Workshop. Should be pretty soon.
Today I scribbled a little redesign of Stability Monitoring in a scrap of paper, and I already had a plan for an alteration of the Sewer hive in mind (and also on paper.) Once I have re-greyboxed those - and once I've grouped up some more geometry into ComanderInvisible - I will release a new version in the Workshop. Should be pretty soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
sounds exciting...
i absolutely love the cargo hive on veil(?), it's really amazing what mappers can do when they put their mind to it.
ns2 is really making me want to get back into mapping, i started learning the UT map editor back in the day but was never patient enough to finish a project. ns2 seems to be one of the few games where you can make the map look crazy-awesome without negatively effecting gameplay, with the freedom of asymmetry and dark crawl spaces :D
- Problems connecting cysts to areas such as between lower and upper sewer and past the golden pipes to central processing when coming from shipping tunnels from the south
- Lower sewer RT was hard to cyst to and I wasn't able to drop the harvester on it
- Drifters spawned from lower sewer or shipping tunnel spawn trapped
- Minimap is messed up (room names/RTs/tech nodes are offset)
- In general, there are quite a few ceiling props/geometry making it difficult for the comm to see/drop things properly
- Problems connecting cysts to areas such as between lower and upper sewer and past the golden pipes to central processing when coming from shipping tunnels from the south
- Lower sewer RT was hard to cyst to and I wasn't able to drop the harvester on it
- Drifters spawned from lower sewer or shipping tunnel spawn trapped
- Minimap is messed up (room names/RTs/tech nodes are offset)
- In general, there are quite a few ceiling props/geometry making it difficult for the comm to see/drop things properly<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I ran into these issues during the playtest as well. They've all been fixed in my current unreleased build, and at the moment I am redesigning Stability Monitoring because that room simply doesn't work in NS2 (the Sewer-side of the map has already seen some big changes). I am hoping to publish an updated version either this weekend or early the coming week.
EDIT: I should note that all those cysts have <b>startsBuilt </b>and <b>startsMature </b>set to <i>True</i>, and <b>onlyexplore </b>to <i>False</i>.
<img src="http://i.imgur.com/PO5UT.jpg" border="0" class="linked-image" />
edit: Actually, i might know the reason why it's not placing it. Cysts have to be connected to the other cysts that are eventually connected to a hive, but they cant connect to anything that is on a 90° slope, which would be the case with the stairs. What we see and think != What the pc sees and thinks. To fix it you could place a face on top of it, like a ramp, but with a texture that is empty. Not quite sure how the infestation is going to act with the actual stair though. :/
Yup, I've tried both slightly above to quite a lot above. They just didn't show up. :(
Done, but that also doesn't work. :( I should add that I can place cysts as alien commander in that area without any problems. They just don't want to show up pre-placed.
I've done some more testing, and it confuses me even more, see the screenshot below.
<img src="http://i.imgur.com/v8Kd8.jpg" border="0" class="linked-image" />
You could try placing a little platform in the wall where you place a cyst on to make it connect to the harvester. Won't be able to destroy it though.
could be - maybe try testing that in a seperate greybox to confirm :) I mean like a room that is flat, and definitely has no LoS.
By looking at the way the infestation is spreading in that screenshot, i'm wondering if you need to weld your geometry (if you haven't already) on the floor. Because the infesation looks like its growing everywhere by the top faces of the stairs.
Also have you thought about just putting in a ramp for the time being? not a collision geo one, but a proper one. even just for a test. if it works you could put in some stair props over the top of it later on if you want to give a stairs look.
I tried that, didn't work, and it was in LoS of the hive. Which is why i think it has to be directly connected to the hive for it to work.
The map is still just greyboxed, but now it should be playable enough to actually test whether the layout works for NS2 in its current state. Any and all feedback is encouraged. I'm hoping to organize a playtest withing the next few days.
<b>CHANGELOG</b>
o Redesigned* the <i>Sewer </i>hive.
o Replaced the small pipe connecting<i> Lower Sewer</i> and <i>Upper Sewer</i> with something bigger.
o Turned <i>Central Processing</i> into a double resource node location.
o Split <i>Stability Monitoring</i> into two locations, named - after a mighty feat of inspiration - <i>Stability</i> and <i>Monitoring</i>.
o Redesigned* the <i>Stability</i> part of the former <i>Stability Monitoring</i> location.
o Turned the hallway east of <i>Generator</i> hive into its own location, temporarily named <i>That One Hallway</i>.
o Added power nodes to all named locations.
o Moved <i>Ventilation</i> hive resource node and power node.
o Moved <i>Auxiliary Generator</i> resource node and power node.
o Moved <i>Upper Sewer</i> power node.
o Enlarged <i>Upper Sewer</i> resource node alcove.
o Vents now appear orange on the minimap.
o Made a LOT of geometry and props invisible to the commanders.
o Fixed various structure placement bugs.
o Fixed an issue where lights wouldn't come on after destroyed power nodes were repaired.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->*By 'redesigned' I mean 'still a grey box, but now a little different.' ;)<!--sizec--></span><!--/sizec-->
<b>POSSIBLE FUTURE PLANS</b>
o I am contemplating connecting the northeast corner of Central Processing to the corridor where Stability and Monitoring now meet.
Bit silly that i only just noticed that. :/
Bit silly that i only just noticed that. :/<!--QuoteEnd--></div><!--QuoteEEnd-->
The vents look straight on the minimap, but they have some vertical drops to prevent draw issues. :)
Example:
<img src="http://i.imgur.com/Gd87Z.jpg" border="0" class="linked-image" />
gonna try this awesomeness out right now!
Shame you can't tell on the minimap :D
maybe put it right in the middle of those two things.
<img src="http://img37.imageshack.us/img37/23/fdsak.jpg" border="0" class="linked-image" />
<img src="http://img10.imageshack.us/img10/3039/lolnlp.jpg" border="0" class="linked-image" />
no big deal just remove the light prop or something.
no big deal just remove the light prop or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
The prop probably isn't in the commander invisible group which is why that is possible most likely.
Nah, that's totally a feature. This way, your armory won't get in the way of those very important computers... Honest. :D Ahem. Yes.
Thanks for the info, nSidia, I'm making note of your finds - and the light prop fail I just took care of. ;)
Example:
<img src="http://i.imgur.com/Gd87Z.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
A thought... to stop the marine JPs from easily utilising that vent and to give aliens that added "extra" bonus of gameplay, instead of having 2 dropdowns, have the first elbow from the righ go up and then accross with a larger drop.
Means plucky marines who think to ninja in behind alien base will have a hard time of it.