Ns_tumult layout
Angel_Kill
Join Date: 2002-10-04 Member: 1423Members
<div class="IPBDescription">..please look....</div>Here's the layout to ns_tumult.....
Basically it's a research facility. It houses hydroponic bays, aquariums, and alien egg holders. A disaster struck when an egg in stasis hatched. Infestation began, taking over the workers. A crew of marines has been sent in to terminate all non-human life.
...i tried to think of different scenarios that could take place while creating the layout...feedback welcome...i ask that you don't just berate it to death, but provide constructive crticisim to enable me to form a worthwhile, playable, and most of all, fun map.....thanks....
<a href="http://www30.brinkster.com/beautifulugly/layout.html" target="_blank">ns_tumult Layout</a>
Basically it's a research facility. It houses hydroponic bays, aquariums, and alien egg holders. A disaster struck when an egg in stasis hatched. Infestation began, taking over the workers. A crew of marines has been sent in to terminate all non-human life.
...i tried to think of different scenarios that could take place while creating the layout...feedback welcome...i ask that you don't just berate it to death, but provide constructive crticisim to enable me to form a worthwhile, playable, and most of all, fun map.....thanks....
<a href="http://www30.brinkster.com/beautifulugly/layout.html" target="_blank">ns_tumult Layout</a>
Comments
1) Having the drop zone removed from the MS like that is going to make it a little confusing for the marines, having to *backtrack* to reach their base. And if they go the other way, well, god help them.
2) Giving the marines two protected nodes in their start is going to really hurt the aliens.
3) The top right half of the map has no normal connections to the lower half; only alien vents. That means only jetpack-equipped marines will be able to get to that hive.
4) The other two hives only have one entrance each, and marines can be denied entrance to *both* by protecting a single doorway.
5) The hives are too close to each other as compared to their distance from the marine start; aliens can run between hives easily while the marines have a *long* walk.
6) All the resources not in a spawn point are easily taken and held by the aliens.
7) This long corridor will have horrific r_speeds due to the very long-range visibility.
In general, your map needs more and better connectivity. Multiple non-alien-only paths to *every* spawn point (3 hives and MS), and more substance in the center of the map. Try to give both teams an equal chance to grab resource nodes; one good way to do it is a node in each spawn area, and 3-5 more spaced evenly through the center of the map. Currently, this map will involve severe turtling on both sides until the aliens reach 3 hives, at which point they will crush the marines (regardless of the fact that the marines may well have full tech by that point).
Edit:
This any better? <a href="http://www30.brinkster.com/beautifulugly/layout.html" target="_blank">tumult - New Layout</a>
bump
<a href="http://www30.brinkster.com/beautifulugly/layout.html" target="_blank">ns_tumult layout</a>
This node layout will make the marines work for there second node. The vent layout should be more usefull, allowing aliens to move quickly around the map without having to go through the marine base.
As you can see i'm a bt worried about the posibility of siegeing one of the hive from just outside the marine base. I wish I new the range of siege, so I sould warn about this in the guide.
With that in mind, I'd suggest (in addition to Chrome's changes) two additional vents. One from the left hive to the large room south of the marine start (whether or not it intersects Chrome's north-south vent is your call), and a vent on the right side of the map connecting the south hive, the uninfested room above it, and the infested room just below the north hive.
Also keep in mind that corridors can go in diagonals, and that high r_speeds created by long corridors can also be prevented by height changes such as elevators.