Detailed Map Strategies - Nothing (ns_nothing)

2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
edited January 2005 in Frontiersmen Strategy
<div class="IPBDescription">A Commander's Guide</div> <span style='font-size:14pt;line-height:100%'><span style='color:green'>Latest update: Sunday, January 9, 2005</span></span>
Greetings to everyone.
Here is my guide for ns_nothing, for the Marine side. This is yet another guide from the Detailed Map Strategies series, which were started over at Lunixmonster, by me. I have mainly shown structure placements. There are basically 3 categories for structure placement: relocate (whole base), lockdown (hive or important location), and siege (hive).
Turrets are coloured green and siege turrets are coloured blue.
<span style='font-size:17pt;line-height:100%'><b>Bases/Relocates</b></span>

Viaduct Relocate
This is a very hard location to hold, as the high ceiling and high number of vents give Aliens roaming freedom, and non-jetpacking Marines have a very hard time tracking targets due to the Alien texturing all around. Not a recommended spot for a relocate; there are better hives to move to.
<img src='http://img85.exs.cx/img85/5249/viaductrelocate1ih.jpg' border='0' alt='user posted image' />


Ventilation Relocate
A somewhat rare relocation spot, yet it is quite useful.
First, you control at least 2, maybe 3, most likely 4 res nodes: Ventilation, Cargo (hive), Generator and Miasma Walkway. Also, there are only 2 exits out of this area, making it easy to guard.
<img src='http://img85.exs.cx/img85/992/ventilationrelocate6tz.jpg' border='0' alt='user posted image' />


Marine Start Base
Best layout is shown, in my opinion. Arms lab and Proto lab hidden far back in the base; hard to get to, hard to get out of. IP far from CC so that the Commander can hop out and kill any Skulks chomping on his IP. Notice the unobstructing placement of unusuable structures (TF, Obs), and easy access to useable structures (Phase Gate, Armoury). Marines shouldn't be jumping over hurdles just to get their share of ammo!
<img src='http://img85.exs.cx/img85/7237/marinestart8ca.jpg' border='0' alt='user posted image' />


Marine Start Relocate
Quite a rare spot for a relocate; only meters from the main Marine Start base. I have only done this once, and I've seen other comms do it extremely rarely as well. Not much to comment on here.
One advantage: close to the Pit, so that comm and jump out and win morally in case the game is lost.
<img src='http://img85.exs.cx/img85/6082/marinestartrelocate1pj.jpg' border='0' alt='user posted image' />


Cargo Bay Relocate
This is by far the most common hive lockdown+relocate on this map. One very important thing: make sure to place a high enough yet climbable structure near the vent (Armoury, TF, Arms Lab, Proto Lab. Preferably former or second), to allow Marines to get in the vent without the need to boost each other. A TF would be the best choice, since you can eletrify it.
<img src='http://img85.exs.cx/img85/8523/cargorelocate2oj.jpg' border='0' alt='user posted image' />


South Viaduct (unnamed) Relocate
A very rare spot. Makes an interesting relocate, but there are better locations out there. The turret near the vent will make it possible to jump in the vent and guard it against incoming Aliens should your situation get dire.
<img src='http://img85.exs.cx/img85/6828/southviaduct2uz.jpg' border='0' alt='user posted image' />

<span style='font-size:17pt;line-height:100%'><b>Lockdowns</b></span>

Viaduct Lockdown
Hard to hold. You are quite likely to lose this location if the Aliens will be in need of a hive location.
<img src='http://img85.exs.cx/img85/3406/viaductlockdown0xe.jpg' border='0' alt='user posted image' />


Power Silo Lockdown
Note the turret placement; hard to access for Aliens.
<img src='http://img85.exs.cx/img85/2168/powersilolockdown5il.jpg' border='0' alt='user posted image' />


Generator Lockdown
Very important location to hold; quite possibly, the most important location on the map (aside from hives, of course). You have access to an abundance of res nodes: Generator, Miasma Walkway, Ventilation, Ominous Kismet, South Viaduct (unnamed). 5 in total. Then, you have Cargo Bay Hive a bit farther away, Marine Start (in case that's not your base), Viaduct, Red Room, etc. This is <i>the</i> spot you want to have. There will be a strong battle here. You might choose to place a few more turrets here, and some mines.
<img src='http://img43.exs.cx/img43/2783/generatorlockdown3un.jpg' border='0' alt='user posted image' />

Comments

  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    edited January 2005
    <span style='font-size:17pt;line-height:100%'><b>Sieges</b></span>

    Red Room (Viaduct) Siege
    You need Jetpacks to get into this location. It is better than using East or West entrances to Viaduct to siege.
    <img src='http://img85.exs.cx/img85/1887/redroomsiege0fu.jpg' border='0' alt='user posted image' />


    Power Silo Siege
    Use the long corridor to your advantage. Keep out of the hive area until it is clear, though; it is quite dangerous to your Marines (high ceiling, lots of hiding areas for Skulks).
    <img src='http://img85.exs.cx/img85/5734/powersilosiege6lv.jpg' border='0' alt='user posted image' />

    Power Silo Ninja Siege
    Text on image.
    <img src='http://img159.exs.cx/img159/9097/powersilos18zb.jpg' border='0' alt='user posted image' />


    Cargo Bay Siege
    Quite simple, really.

    <img src='http://img137.exs.cx/img137/2492/cargosiege7qe.jpg' border='0' alt='user posted image' />
    <span style='font-size:17pt;line-height:100%'><b>Other</b></span>


    Quite important in my opinion. Weld this vent to keep skulks out! Limit your base to 2 exits.
    <img src='http://img85.exs.cx/img85/4620/weldable8uy.jpg' border='0' alt='user posted image' />


    Phase gate spam! Don't worry, I cheated. I didn't actually build all of them by hand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    <img src='http://img159.exs.cx/img159/7245/phases0or.jpg' border='0' alt='user posted image' />
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    ur relocation points are......hmm.
    not a good idea to relocate to narrow hallways i think?
    how about gen relocate and cargo siege <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->?
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    I never knew you alot about being a comm. I hardly ever see you comm.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Swift: do you mean more of ns_nothing or other maps? For ns_nothing, I will only add a relocate to Generator and a siege of Cargo. As for other maps, I will be doing ns_origin shortly.

    Lofung: I admit the relocations to narrow hallways are rare, but in my opinion, I'd rather be in a base with 2 exits but narrow halls, instead of large halls but with 3 exits.

    Intensity: I don't think I've commed a lot with you on the server. Pure coincidence. And also, I never comm at night.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    edited January 2005
    Very well done guide, but there are some things I didn't like.

    This is just my opinion, I am not trying to flame you.

    When I like to comm, I would put the ips as far away from the comm chair as possible so if an alien is biting on them, I can hop out and kill them easier. In addition, I like to put the armslab, armory, obs, and proto's in a corner, so if I do use turrets, skulks cannot get behind any building to protect themselves from the turrets.

    In your guide, it just seemed that all the buildings were very close to eachother. It is easier for a skulk or fade to kill you. Furthermore, a skulk or fade could protect themselves from the turrets. I do understand that in some areas, it is impossible to do that, ( examples: South viaduct, Room with things) but you dont need to put your armslab close to your comm chair. You could find another corner on the opposite side, and maybe set some mines down. Just make sure it is not TOO far from your base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    Just something I would change, other than that, very good guide. I liked it.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    About arms lab/proto lab placement: there are basically 2 ways to do it.
    1: As deep in the base as possible; make the Aliens navigate an obstacle course before getting there, and same thing for getting out.
    2: As far away as reasonable from the CC; gives the commander time to orient himself after jumping out of the chair, and gives him time to shoot whatever's biting on the buildings.
    I personally prefer method 1, since usually, my bases are guarded well enough against Skulks (mines). I usually have phase gates up by 3-4 minutes between the key locations. If there are no Marines near base, there are bound to be Marines near the phase gate(s) that I have elsewhere. If neither, then I'll beacon - 15 res and a minute of walking is a good price for Arms Lab/Armoury/Whatever.
    But I am in no way against method 2, though. This is acceptable for commanders who are sure of their abilities, and who won't die and lose the game immideately after jumping out of the chair.
    Watch out for ns_origin guide soon.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Yep this are all nice guides. One constructive critic is that you really need to add that generator reloc. It`s the only real reloc you can think in competitive match. Cargo is bit too far so you might get ambushed and get the base in ms alone. I really liked that base, think I start using it ^^
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    I've been trying to add the generator relocate, but for some reason, I always either forget to upload it, or even take a screenshot of it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> You'll get it eventually.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    one more point.
    consider sieging from generator to the 2 rts in the lower level <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Generator Room is godly. It's easy to defend, is a seige spot for 2 nodes (used to be 3 back in 1.04) and is close to Cargo. Better than actually relocating to Cargo I think.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    I like your structure placeemtn...

    But i NEVER have the res to electrify, AND place turrets, AND ELECTRIFY the resnode while keeping up any pace of tech expansion.....against decent aliens
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    I like miasma relocate... right by the resnode..... Its like the dead center of the map.... gives you a lot of advantages in marine travel time ect (look at the minimap) also gives you generator without being too far from marine start

    ~Jason
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