Maps discussion

huhuhhuhuh Join Date: 2005-01-07 Member: 33190Members
<div class="IPBDescription">Call for insights on official maps</div>Hey,

This topic is very simple. I would like to read your thoughts about the maps so far. Since many pcws and gathers have been played, surely everyone has his own idea about it now.

Reminder :
Summit 5 tech / 9 res
<img src="" border="0" class="linked-image" />
Tram 5 tech / 9 res
<img src="" border="0" class="linked-image" />
Mineshaft 6 tech / 11 res
<img src="" border="0" class="linked-image" />
Docking 5 tech / 11 res
<img src="" border="0" class="linked-image" />
Veil 4 tech / 10 res
<img src="" border="0" class="linked-image" />
(not up-to-date ?)

For more info about the maps, check the <a href="" target="_blank">wiki page</a>.

If you're not sure how to structure your answer, here could be a quick guideline of what I would like to see answered :
1) What do you think in general about each map ?
2) In the maps you dislike for competition, what is the biggest flaw/concern ? (general, not too specific)
3) Which maps are most suited for competition in your opinion ?
4) What would be the ideal number of tech points / res points, and/or does it depend too heavily on the layout ? Should this concern be standardized ?



  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited November 2012
    > Balanced
    > Balanced
    > Bull######
    > Biased
    > Anachronistic

    The first two maps are great. I'd play them in a tournament on either side without a second thought.

    Mineshaft is broken as hell because TP expansion is so awkward and difficult for Aliens; more than any other map.

    Docking has so many long, flat corridors it's difficult to Skulk; the win/loss stats back that up, with Docking having way more Marine wins than other maps.

    Veil is a nice map, but it basically comes down to Phase Gates: The Game. If Marines get them, they horribly outmaneuver the Aliens due to the lack of comparable teleport mechanics and large map size; if Marines can't hold them, they're pretty much locked in base due to said massive map length. I like how each room has 3 entrances (except Marine Start), but a quirk of that feature is how easy it is for Aliens to flood into and flank moving groups of Marines that are trying to push out.

    TP number is not up for debate; Hive1 Aliens can not compete with CC1 Marines. You need to have at least 4, maybe more, on the map, and Aliens need to be able to pick up a 2nd hive easily to keep in line with the other maps.

    RT number is flexible. More RTs mean faster games, and fewer ones mean slower. The important thing is to make sure the spread is balanced.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    edited November 2012
    Some specific problems with the current maps that have come to my attention

    In Veil, all the rts are very vulnerable to marine pressure, there are no "between hive" rts which are easy for aliens to hold and in my opinion that is unbalanced because the game appears to be balanced around aliens getting at least 1 additional easy rt at the start of the game. Its also nearly impossible for the aliens to hold nano because even if they get entrenched there the marines can just break the monster cyst chain and camp outside indefinitely.

    In Mineshaft, the drilling tech point is too far from other tech points. Furthermore cave can be shot from a ridiculously far and very easily defensible position. The room needs to be rethought. Contrary to some other people I actually think mineshaft is a really cool map with alot of potential to work well.

    In Docking, central is a really important position, yet one marine up on the catwalk can defend it from skulks very easily. There is no way for skulks to approach that marine even remotely safely and they can easily gun down the RT from miles away (not that you would have one there in comp play). Docking is also full of long corridors without sufficient cover especially on the east side of the map. Some more cover in various places would really help I think.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited November 2012
    <!--quoteo(post=2017084:date=Nov 10 2012, 03:13 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 10 2012, 03:13 AM) <a href="index.php?act=findpost&pid=2017084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->> Balanced
    > Balanced
    > Bull######
    > Biased
    > Anachronistic<!--QuoteEnd--></div><!--QuoteEEnd-->

    Docking has a pretty bad problem of the short distance between terminal and maintenance. It's a bit too easy for marines to lock aliens totally off from the other side of the map either through maint/ballcourt or stab camping.
    I think the 'long' corridors are fine actually. They're good for walljumping and hamper marine movement/dodging a bit.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited November 2012
    Mineshaft, Refinery and Docking are unplayable in competetive. Not worth considering atm. imo.
    It's mostly the size and openness of these maps that break them.
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