Map Design Is The Devil!

Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
DEVIL I SAY!

Even with all the gameplay issues we have outside of map design, the way NS is currently played, map design is unbearably slanted against the aliens.

Take a look at u-turn in ns_mineshaft. If you let the marines get a hold in that place, they will siege Drill Access with complete impunity, it is impossible to close the gap in there. If you add mines, it makes the impossible that much worse.

Another example is the hallway between Satellite Communications and Chemical in ns_tanith. You ever try rushing down that gap with those marines staring you down? It's not fun.

ns_veil just absolutely aggravates me. Those hallways are TOO LONG AND WIDE! Add some boxes or some sort of obstacle so the aliens don't get plastered all the time.

And the veterans...I'M SICK OF YOU PEOPLE SAYING THAT THE ALIEN'S JOB IS TO GET THERE BEFORE THE MARINES! Sometimes there are cases where you CAN'T TAKE THEM OUT, and when you can, the odds are STILL against you.

Half the time I comm, I can be completely stupid and still win because the marines pull through all the time. Sieging hives are a piece of cake in many maps, horribly slanted in even more.

Change around the maps some, or design some new ones altogether.

Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited May 2004
    On nice and balanced maps, for every unfair advantage one side has, so does the other


    It seems to me you are just whining you died


    Furthermore, u-turn is of course very unfair... u-turn is home to ns_mineshaft, the worst NS map in existance.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    edited May 2004
    <!--QuoteBegin-Forlorn+May 9 2004, 09:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ May 9 2004, 09:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>....ns_mineshaft, the worst NS map in existance.</i> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Couldn't have said it better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    But, I do think you are blowing it out of proportion. Short of having TFC style maps that are completely mirrored ALL maps are going to have advantages for BOTH teams. How fun would NS be with mirrored maps? Not fun at all. Then there would be threads about how the actual teams aren't fair because of blah blah reason "x".
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And the veterans...I'M SICK OF YOU PEOPLE SAYING THAT THE ALIEN'S JOB IS TO GET THERE BEFORE THE MARINES! Sometimes there are cases where you CAN'T TAKE THEM OUT, and when you can, the odds are STILL against you.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Too much caps here. Still, I agree with you. Aliens are seldom anywhere first. And even if they are, there is no way to defend their claims, so rines walk right in. Ramboing is a very common tactic, because it works, and while you will lose a couple rines, the majority will get through.

    Think of a new game. For the big servers, several squads of 3 marines are pretty effective and nearly skulk-proof (talking experianced marines here). In small games, you have 2 or 3 gorges and the remaining few skulks have no chance at forming any sort of defensive line against marines.

    Aliens are underpowered in classic. Its a beta, so I don't mind too much. But it doesn't seem to be getting any better, so I worry about 3.0 final.
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    I donno about you but I feel if the marines was contraint within an area, I find it must easier to kill. Maybe cuz they can't crack-jump everywhere. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    Less Ladders and Elevators would promote more Onos. Nothing kills me more than running up a ladder trying to chase a few vanilla marines only to be killed because of the old engine's coding.
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    Ladders get onos killed. Viaduct hive (ns_nothing) and Sewer (ns_caged) need to have handicap accessability ramps.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-Thor-Stryker+May 11 2004, 11:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thor-Stryker @ May 11 2004, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Less Ladders and Elevators would promote more Onos. Nothing kills me more than running up a ladder trying to chase a few vanilla marines only to be killed because of the old engine's coding. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well if you wanted a newer ( and more life like by my guess) ono's would't be able to go up ladders. Gorges chould't eather.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Step up and right the wrongs yourself then. The mappers surely gave their best efforts in balancing a map, so make your own vision of a super-balanced map and I garuntee people will spot parts that give a team an advantage.

    Sounds like you were just playing with people who knew how to use their enviroments correctly and you were unprepared for it.
Sign In or Register to comment.