1.1 Hera Layout
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
![Merkaba](http://www.archwolf.net/merkaba/avatars/dog.gif)
<div class="IPBDescription">For those who like to stay informed.</div> Here's the updated layout for Hera.
You'll noticed the two main changes are that processing has been shortened to make it less appealing as a place to set up camp, and there's a new area in Processing on the '3rd' floor (accessible via the walkway) with an extra resource node in it.
Various vents have been removed/redirected too, with only one vent leading into the holoroom, and the vent into maintenance now comes out at the top of one of the water condensors.
Also, the eastern reception security door cannot be shut anymore, which is why there aren't any welds there. The western door can still be opened for a quick attack on the archive hive room.
Note: The map has NOT yet been playtested, so I don't know how it's going to play yet. Chances are one or two things may have to be changed before the final release.
You'll noticed the two main changes are that processing has been shortened to make it less appealing as a place to set up camp, and there's a new area in Processing on the '3rd' floor (accessible via the walkway) with an extra resource node in it.
Various vents have been removed/redirected too, with only one vent leading into the holoroom, and the vent into maintenance now comes out at the top of one of the water condensors.
Also, the eastern reception security door cannot be shut anymore, which is why there aren't any welds there. The western door can still be opened for a quick attack on the archive hive room.
Note: The map has NOT yet been playtested, so I don't know how it's going to play yet. Chances are one or two things may have to be changed before the final release.
Comments
Nice that its now worhth one resource.
You'll noticed the two main changes are that processing has been shortened to make it less appealing as a place to set up camp, and there's a new area in Processing on the '3rd' floor (accessible via the walkway) with an extra resource node in it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does that mean that now you cannot put up a siege cannon in the shortened processing hallway leading to Data Core hive, and have it simultaneously be within reach of the Ventilation hive?
Hera is one of the best maps in the pack, if it wasn't for that dang dual siege spot. Luckily we have learned and managed to keep the marines away from there the last many games I've played. When their 4th attempt to relocate to processing corner fails in a row, they also tend to try and play a different game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[edit] Oooh I see now, you moved the Datacore Hive up to the other side of the room, and nudged Vent hive a bit outwards as well. I guess that is all it takes?
One thing, why the weldable grate in the top-left? I've never really seen the use of that. IMO, getting that out would help a gorge out alot in getting where he needs to go. At the moment, marines in holoroom makes gorging in archiving a real pain (I refuse to gorge from that start hive). The only way to anywhere from archiving as a gorge is though holoroom, if the marines have that...
Anyway, said it before, but ns_hera is my favourite map in the set, just nudging out ns_caged for that spot. The changes to proc alone would bump it up heaps, here's hoping the other changes go well too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Oh, and is that a crate blocking the eastern reception door? heh. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Love the changes, and from my rough calculations, I seriously doubt you can siege Vent 3-c from processing anymore.
It looked like it still might be just possible to seige Vent from processing (if this is fixed in playtesting could we recieve info? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). Interesting also that there's now basically 2 double res points rooms; maybe as a counter to one another.
Fewer welds doesn't bother me too much, hera is still a great map regardless.
EDIT: Oh, and lookie at the landing pad, no more building outside THAT easily.
But the glass corridor then?
One question, though: what is that bizarre red tunnel that goes over the glass walkway?
Hera is a good map, and getting rid of those extra weldables ought to bring down the pings.
The weldables in the holoroom have gone because, well, the vents have gone. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (Holoroom -> adjacent Data Core and -> Warehouse) I might put one vent back in if it turns out the holoroom is too difficult for the aliens to attack.
At the moment, the only way from the Vent hive to the rest of the map is still through maintenance, unfortunately :-/ Put it down to bad map design...I mapped myself into a corner. I have some ideas on how to overcome this (especially now processing is more divided), but I forgot about doing anything about this. If there's time (if *I* have time) I'll try and put another route out in.
I've adjusted the clipbrushes outside so that you can't get out of the glass tube anymore. As fo building outside...well, you can, but the buildings just fall through the floor.
Also, in the Ventilation Hive, it's not possible for non-flying/wallwalking classes to get to the resource node without going through the sewer system. A simple ladder up to the grate would be very nice.
I deliberately put all the hive resource nodes in the map a little away from the hives themselves. I can't remember why, I just did ^_^ The reason the 2nd level doesn't have a ladder up to it is because I feel it's a handy spot for the marines to rain fire down from, and I didn't want to make it simple to get up there (i.e. you fall off, bad luck).
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You could fix it by extending the ledge from the ventiliation res point out so it allows entry into the vent in the hive's wall. This would let gorges/fades get out of ventilation, but not back in, without mov chambers of course.
Just a suggestion and I'm sure you have plenty of ideas anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It's never used. Meh, I exaggerate, I've seen it used once. The problem though was processing. Since every marine wanted it, they either had it or went holoroom. With holoroom you have southern access, with processing you just don't bother. Also, welding that vent open in a big coup for the kharaa as it allows a gorge easier access to data.
I suppose my concern wouldn't be such a big thing though. The reason it's so hard is because you need processing, so if the marines put up any fight for holoroom they can usually get it. I suppose holoroom will become the new "do or die" room for aliens in archiving, but that's ok 'cause they're rewarded with 2 res points. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I think "protect holoroom while I cap the res" might become a bind for me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Still, I would prefer the weldable grate gone, but it isn't my map and you've done a good job with hera overall. I guess I'll just have to have faith. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
EDIT: Put youself in a gorge's shoes. To get to Data from Archiving you have to go over that green speedhump, then down to the windy corridor just outside holoroom, then through the open part of processing, thorugh the double-siege part of processing into Data. To get to Vent, you have to do the same up to the open processing, but then you have to go through the door, then into maint, up that ladder (if you want that res) and into vent. That's a long way to go with no alternate routes. It also leads you past 2 very contested areas.
I hesitate to add something like this, but when we get Archiving you hear "lame hive" "gg archiving" and "F*** we dead", 'cause it's so very hard to play from that hive. The hive itself is really cool (best hive ever for atmosphere and aesthetics, that weldable green stuff is a nice idea too), but the postition (away from processing, which is changing from being so important anyway) and the restricted gorge movement, makes it very hard to play.
Door from archiving to hera reception = never used.
Personnally, I'd want a faster route to hera, cuz it's still long way, and it's WAY too easy for the aliens to put a couple of OC on top of hera reception's elevator, and maintenance hallway and completely block the marines in their spawn.
Seen it done a lot lately.
I still think the archiving area needs working on. The aesthetics are admittedly very cool, the problem resides in the fact that it's much too far away from the other hives, and there are no handy RTs nearby. Holoroom and reception are very dangerous for a gorge.
I still think the archiving area needs working on. The aesthetics are admittedly very cool, the problem resides in the fact that it's much too far away from the other hives, and there are no handy RTs nearby. Holoroom and reception are very dangerous for a gorge. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Very true about the res points, you get the one in data core alpha (I think that's the name, the one outside archiving anyway) which is automatically capped. Then the next closest is holoroom. There is no other choice for res unless you want to essentially relocate your gorging operations. And holoroom can be a death-trap. The changes to processing will make it even more so. The only other choices you have are to evolve to gorge in reception, which if holoroom is bad for gorge survival, reception is worse. Or you have to go all the way to processing and then either cap that res, or move onto maintenance, cargo or vent. Basically, to get any more res, you have to go through holoroom which can see heavy marine activity which lowers your chances of survival by a large margin. Or you can skulk across the map to another destination, which leaves you without ready backup.
I think taking out the weldable grate, or making it brakable would be a nice help for gorges who start in archiving. You still essentially have to grab the processing rps, but at least you don't have to go through holoroom if you don't want to.
If I was to gorge in archiving I'd skulk my way to vent, gorge (and hide in the water tunnels, marines don't usually check there), cap that rp, then DC up and go get maintenance. Maintenance can usually be free as marines often either relocate to processing, phase up processing, or you lock them out so they end up going the recep-holo route. Hmmm... I would write up my gorging strategies on hera if it wasn't for the fact it will be changing so soon. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->