Mindshift's Guide To Siege Maps..

mind_shiftmind_shift Join Date: 2004-06-07 Member: 29165Members
<div class="IPBDescription">stop me if im screwing it up.</div> Ok, probably the most played 3rd party maps are the siege maps. These maps try and reverse the storyline of NS. Instead of aliens taking over the base while the rines try and defend, the aliens have to defend against the marines using the siege room (i don't think i explaned that as well as i should have). In most if not all siege maps, there is a door seperating the 2 sides for an amount of time (usually 5 to 8 minuites). During this time, both sides can build res towers (Each group has large amounts of res towers put together known as res banks). Some maps require you to build res in a certian order, so be causious of that.

In the following example, i will be using a 16 player game on ns_siege007:

As Rines:
-build IP and armory
-upgrade armory
-build obs (research phase tech and MT)
-send a small group of people (~3) to build all other res nodes
-send another group of people (~3) to goto the door room and build 2-3 TF's with turrets.
-have your last base man build 2 arms labs, a prototype lab, and a phase gate
-build phasegate, armory, and electify TF's in door room
-if time left over until door opens, build TF in base on top of bunker and build surrounding turrets
-research JP's first, then HA's
-supply your solders with HMG/JP/Welders
-Try and keep aliens in check until siege door opens
-once siege door opens, build TF, obs, and siege cannons (and turrets if there is a lot of fades getting past)
-ping hives and wait for victory (keep pinging until engame tones, if the tones stop, ping again)

As Aliens:
-have all aliens except 1 skulk go gorge (the 1 skulk saves for hives)
-build res towers IN ORDER
-have 1 gorge build a wall of OC's in the alien halls to halt rine advance (Build 2 walls if needed, one behind each corner
-build ALL CHAMBERS NEAR SIEGE WALL, this is so that thir effecs can be recived by alines fighting in siege room
-once door opens, have 2 fades blink past the rine TF and have them take put their res towers.
-if enough res, try onos to take out turret farm and assult the rine base to try and stop them before the siege room opens.

There you go, i hope i helped all the n00b's out there who don't know how siege maps work and can contribute to their teams.

Comments

  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    Hmm - have to say I disagree some what with the marine strategy


    I'm more of a fan of getting all the res down, and having one stay base to build armoury, ip, obs, arms, and getting the armoury upgrading straight away



    As aliens, the key is to get fades through behind the front line and start taking out marine res - a nice addition is to gorge in that central tower in the big room, and cover the rim with chambers - helps get rid of jetpackers that try to follow the fades
  • PreciousPrecious Join Date: 2003-03-18 Member: 14652Members
    I have been playing siege maps forever now. I have many different kinds and versions. Most of them can be played the same way, others u can't.

    ns_siege007 is on of the most popluar ones. I do not agree with what said about this map. Although there are many ways to win, there are some things u should aways do.

    Marines: (The strat I enjoy playing)
    Noone is going to die for 5 min so don't worry about building an IP till later. Everyone but 1 person will build RT's. This 1 will stay and build base.

    An armory takes like 3 min to upgrade so try building this first and get it upgraded if u want HA or JP before middle door opens. Make sure you drop a Proto lab asap and research JP first then HA.

    The next things you should build are all the RT's on the map. The faster you get those up the better off you will be.

    Next build an IP and OB at base. Research PG.
    Drop a pg at base and 1 by the RT at the undefendable door.

    Next stage:
    They call the undefendable door that for a reason. Don't waste all you res on T's that a fade can blink right by or that an onos can take down in seconds. Your goal here is to hold the aliens off long enough to get teched up and for the siege room to open.

    To do this u need an armory there. This way marines get all the ammo health they need.
    ----------------------------------------------------------------------------------------------
    Do this part on your own risk! Some servers can't handle it.

    Drop about 10 packs of mines. Have the marines put these in the long hallways. Put them on the floor, side, and ceiling. Make sure they are all behind the first turn. If you do not do this the aliens will be able to acid destroy them. The key is to have 2 people dedicated to replacing the mines. Remember mines alone are not enough u need marines shooting at them as they go through.
    -----------------------------------------------------------------------------------------------

    Drop 2 arms labs and start your upgrades. When they are all researched don't forget to recycle 1.

    If you know the aliens are building things on the other side of the door go ahead and build a few sieges to wipe them out.

    By this time the middle door has opened. Hand out HMGs to delay the aliens from getting through. Dedicated 2 people as fade destroyers. These 2 people will have JP/HMG and will fly around killing anything that gets through your preliminary defensives. They will aslo rebuild RT's as needed. MT will really help them.

    As the game goes on you can electrify some RT's. First the one by the undefendable door. Then electrify the 4 at marine start. These are the ones u need to protect for later.

    Any time you have res to spare go ahead and start dropping things in the siege room. Here is a list o things I like to have in there.

    Spare CC
    2 TF's
    An armory
    PG
    2 OB's

    The marines can start building these things once the door opens.

    When 5 min remain before siege opens, have 1 person build a pg outside of siege room door. Also this is a place you can T-Farm. A few sieges are helpfull just in case. At this point make sure you have 100res saved for when the door opens to build sieges and med spam.

    Also at this point the aliens will have broken through your outter defense. HA everyone with HMG's and have half of them storm the siege room while the rest defend main base.



    I will give my thoughts on the alien half later.
  • PreciousPrecious Join Date: 2003-03-18 Member: 14652Members
    Aliens:
    No reason not to have everyone go gorge. The 1 that saves for hive can still assit in build RT's

    When all RT's are built 1 alien will save for 3rd hive. 1 or 2 can build near the door just outside of siege room. 1 will start stacking DC's next to the siege room for healling. Make sure u leave enough room up top to stack 3 MC's. This will give u unlimited acid spam in siege room.

    The rest will save for fades and onos. The first 2 fades out of base should start taking down all the RT's. Let the onos take care of anything in the undefendable door. By the time the siege room opens all the RT's except the four in marine start should be down. The door opens and eveyone blinks in the siege room and defend that untill u win.
Sign In or Register to comment.