Co_sava Imbalence

ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
After a few games on co_sava, the whole PT server came to an agreement that co_sava is extremely imbalenced for the marines. We played 5 games, and after those 5 short games, with only about 30 minute total playing time on sava, it is horridly apparent of this imbalence.

The rooms are huge, the hallways are long, the hiding places are nil. Every game, no matter how we stacked the teams, marines won, with the marine kills at least TWICE, usually QUADRUPLE or more than the aliens. Don't even tell me "BUTT HEEEROO!!11 ITS ONLY BEN OUT 4 A FEW HRS!!11 LOLO!!11", x4 more marine kills is not normal.

Has anyone else noticed this during your "test drive" of beta 5?

Comments

  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    edited September 2004
    And there is NO VENT out of hive. Just two nice big hallways. =(

    EDIT: Forgot to mention the vents (outside) are buggy. You get stuck on the sides. Something to do with the sloping edges I believe.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2004
    Now that I've read several opinions on the map... I might add some vents out of the hive in the next version and some more cover.

    And, the vent issues prevent wallrunning, I might change it, it's just a matter of adding a clip brush <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RenholderRenholder Join Date: 2004-02-16 Member: 26618Members
    well from what I played on the pt server, there are only two exits out of the hive. they're both pretty cramped and easily campable hallways. once marines push up to that point, they pretty much have winning in the bag. in addition the entire "right" side of the map, (facing away from the hive), that entire pathway seems sort of useless. If it was another entrance into the hive instead of exiting out to one of the rooms outside the hive, it would be a lot better. plus it needs vents exiting the hive. If there are any I couldn't see any. Basically, since it takes so long to fade now, maps that are anti skulk makes for faiirly quick alien losses on combat.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I still don't know what marine spawn looks like in that map, because after 2 games of playing alien we basically never made it out of our hive room and we changed the map. All the rooms are big and wide open, there are no vents and no real cover, and the bizarre hive room walls completely inhibit wallrunning. Once the marine team splits up and camps both hallways out of the hive, the game is over.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    ramps in hive are also a pain as a skulk. You tend to get stuck on the broken ends of the ramps.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Ahnteis+Sep 4 2004, 03:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Sep 4 2004, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ramps in hive are also a pain as a skulk. You tend to get stuck on the broken ends of the ramps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You mean where the vertexes touch at the critical angle? (AKA The floor)
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    No, I mean the ends that look broken off near the top of the ramp (near the platforms around hive).
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    One other point: As a jetpacker you get easily stuck on the hive, you have to somehow stand still & duck to get away, which often is the last thing you do =/
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2004
    I'll see what I can do, it really plays a lot different in public servers. I hope you don't find many problems with bast... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Thanks for the comments. I'm going to start a thread for the feedback now.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Don't worry mendasp, your map isnt what's unbalanced, it's combat in general. It's the most unbalanced its been in all of 3.0.
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    Wrong it is unbalanced. Even in the offical documentation there are notes about making vents that only skulks/lerks can use early game to give aliens a way to flank marines.

    Aliens need 2-3 extra ways out of the hive to fall above on the rines from behind, otherwise your map will always be unbalance.

    Likewise marine spawn should be wide open to allow it to be defendable by marines who have long range.
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