Things To Remember
Jiriki
retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
<div class="IPBDescription">We all do mistakes, that we don't know</div> All you ns mappers (especially experienced mappers) post here things we all should remember (things to avoid and to do) while mapping good ns maps. Post here more or less obvious things. This topic would be really useful for me and all the other ns mappers. So here's my list (tip + explanation):
<ul>
<li>Build hidden sieging rooms (ie. redroom in ns_nothing), which can be easily defended, making siege more valuable.
<li>Make small ducts, holes, grooves, corners for aliens. Aliens use more hit-and-fade-tactic.
<li>Build ducts and vents: fast shortcuts, big plumbings (pro players can reach other side of map easily but newbs not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), a duct to marine start (can be welded shut but gives a great benefit open).
<li>In the readyroom, make Random Team the first choice. Encourages people to choose it.
<li>Dont give marines too good relocating points.
<li>Try to place hives so they can't be shooted without moving to the hive room. Encourages sieging.
<li>Enough room for onos especially in tactical important places like ms, hives and all primary routes.
<li>Make halls and (big) rooms to tacticals spots (ie. "mess hall" in nancy) which are easy to locate and to remember. It really helps newbs to learn maps.
<li>Make easily remembered and abbreviated names for places. (especially for res nods and hives)
</ul>
Some points were quite obvious but you can surely come up with better things.
End of this list (more coming up someday) -- It's your time now !
<ul>
<li>Build hidden sieging rooms (ie. redroom in ns_nothing), which can be easily defended, making siege more valuable.
<li>Make small ducts, holes, grooves, corners for aliens. Aliens use more hit-and-fade-tactic.
<li>Build ducts and vents: fast shortcuts, big plumbings (pro players can reach other side of map easily but newbs not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), a duct to marine start (can be welded shut but gives a great benefit open).
<li>In the readyroom, make Random Team the first choice. Encourages people to choose it.
<li>Dont give marines too good relocating points.
<li>Try to place hives so they can't be shooted without moving to the hive room. Encourages sieging.
<li>Enough room for onos especially in tactical important places like ms, hives and all primary routes.
<li>Make halls and (big) rooms to tacticals spots (ie. "mess hall" in nancy) which are easy to locate and to remember. It really helps newbs to learn maps.
<li>Make easily remembered and abbreviated names for places. (especially for res nods and hives)
</ul>
Some points were quite obvious but you can surely come up with better things.
End of this list (more coming up someday) -- It's your time now !