Co_pulse
Immacolata
Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
<div class="IPBDescription">Map feedback thread</div> Made by TommyD, it had a few changes made already in beta 2, so please give feedback on <a href='http://www.natural-selection.org/v30b2-changelog.html' target='_blank'>those</a> changes, as well as the general feedback using the <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=39&t=61293' target='_blank'>Map Feedback Guide</a>. That means: positives AND negatives.
As usual: Do not expect that your wishes will be granted. The mapper calls the shots. That is why it is important to conduct yourself with dignity, and not whine like a child.
As usual: Do not expect that your wishes will be granted. The mapper calls the shots. That is why it is important to conduct yourself with dignity, and not whine like a child.
Comments
Apart from this one minor gripe, I love the map! It has a good balance of open space and vents to allow marines to keep up a good defence at points, and also allow kharaa effective use of all their evolutions and abilities.
I also like the very crisp atmosphere of the whole map, although it would be nice to have a few more infestation textures increasing in density while moving towards the hive area.
I like the fact that the 3 routes allow for some diverse gameplay. Also, fighting in the hive room as a marine is fun.
What I don't like is that the best spots on the map for aliens are little vents you drop on top of the marines out of, and if you don't get bigger lifeforms/leap really quickly you will lose hard as aliens. Also, onos == ownage on most of the tiny hallways.
If I were the mapper, I would add a few more side routes to the main routes for added complexity and depth and to make it more interesting.
I believe this is what contributions to aliens being likely to lose if they can't get an early lead in the levels race.