-WildCat-Cape Town, South AfricaJoin Date: 2008-07-19Member: 64664Members, Reinforced - Shadow
edited May 2013
During today's play-test, most players felt the Mamba is too small. It seemed too easy to reinforce an area simply by running to it. Additionally, there are likely to be several areas where ARC'ing may be too easy.
In the first game, I was on Marines and, for the first half of the game, most of my team mates thought we were going to lose. I, however, always believed we could win and, sure enough, Marines turned it around and won in the end. Once jet-packs became available, it was so easy to dominate places like Elevator.
I like the structure of the map and I feel like there are some good concepts in the basic architectural design. If you spread out the rooms (increasing the distance between them) I think some of the problems could be solved. You may also want to set up the spawning system to prevent close spawns.
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
I was one of those marines who had no hope. Rush after rush, aliens able to reinforce areas very quickly due to the size of the map, but somehow we managed to get it back. Very enjoyable game due to that turn-around.
Thanks for testing it out guys^^
i´ll put a paintover of the map up soon, i will take the rooms and move them away from each other and add length to most corridors
i know about the pathing errors, will have to work on that aswell.
I'll just reiterate what was said on the server testing it today and on here.
It needs to be bigger, you can siege a lot of stuff that's impossible for aliens to get too. And also marines had a very easy time sniping RT's all around the map from outside rooms.
i´ve done a quick edit of the minimap with Windows Paint, do you think this layout will work better?
-i took away the routes from Project Control to Distribution and from View to Terrace, so Elevators will be more important now.
-spaced up the whole map with longer corridors
-spaced up the rooms View, Elevators and Storage
nice concept, I like this clean style. I'm not sure if the scale might be a bit too big, the ceiling seems to be very high for a corrdidor, but maybe that's exactly what you planned.
Looks good, though its important to remember that glass in spark looks a bit off, try avoid large unbroken planes of it.
As with the layout the map is split into two sections, both only connect by the central room. This could work but the central area would be the most valuable area in the map and a pretty unattractive tech-point with all the forced traffic. Depends what you're going for really.
Perhaps retaining the original connections with the extend distances might be easier.
It also seems a little alien friendly with all the vents. But that could be counterbalanced with the necessity of cysting through the central room. I look forward to the next playtest either away.
Comments
In the first game, I was on Marines and, for the first half of the game, most of my team mates thought we were going to lose. I, however, always believed we could win and, sure enough, Marines turned it around and won in the end. Once jet-packs became available, it was so easy to dominate places like Elevator.
I like the structure of the map and I feel like there are some good concepts in the basic architectural design. If you spread out the rooms (increasing the distance between them) I think some of the problems could be solved. You may also want to set up the spawning system to prevent close spawns.
i´ll put a paintover of the map up soon, i will take the rooms and move them away from each other and add length to most corridors
i know about the pathing errors, will have to work on that aswell.
It needs to be bigger, you can siege a lot of stuff that's impossible for aliens to get too. And also marines had a very easy time sniping RT's all around the map from outside rooms.
So overall i feel right now bigger is better.
-i took away the routes from Project Control to Distribution and from View to Terrace, so Elevators will be more important now.
-spaced up the whole map with longer corridors
-spaced up the rooms View, Elevators and Storage
As with the layout the map is split into two sections, both only connect by the central room. This could work but the central area would be the most valuable area in the map and a pretty unattractive tech-point with all the forced traffic. Depends what you're going for really.
Perhaps retaining the original connections with the extend distances might be easier.
It also seems a little alien friendly with all the vents. But that could be counterbalanced with the necessity of cysting through the central room. I look forward to the next playtest either away.