Seriously Some Of You Mappers Need Some Advice

DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
edited February 2005 in Mapping Forum
<div class="IPBDescription">from the common NS player</div> And I speak for most to all NS players when I say this. Quit making friggin HUGE map areas outside and inside hive rooms. For instance Cargo: A very almost extremly important part of ns_tanith, the place is huge think of hive 1 skulks againt marines when the hive is fusion. Add some Turrets, Mines and a PG and Marines chances of winning are a good 80% if aliens have 2 hives in the most common game scenario situation. Yes of course you can throw all types of situations at this gripe but what it all comes down to is Marines have the upper hand on Aliens already, adding huge map points with big open areas is making the Marine to skulk kill ratio 1 to 3-5

Trying to stop a siege strike on Fusion hive is extremly difficult for aliens and almost a breeze for marines. Gorges trying to bile bomb get wrecked by the Marines who focus fire and skulks show their face and are insta gibbed. Another problem : Refinery hive, though in B6 its supposidly more skulk friendly, that part of ns_bast is JP/SG paradise. Even a lockdown on that hive is difficult to break.

You need basically all of the alien team to break it, and when you do Marines most likely set up a Ninja PG in your hive and its shot down. The thing here is Aliens aren't the ones supposed to be using teamwork to the max, they can't and shouldnt be in 1 place at one time (unless of course theres a ninja PG). So next time when your mapping think to yourself, go ahead and set up all the big rooms you'd like I really dont care, but quit making <span style='font-size:14pt;line-height:100%'>huge, open</span> map areas in siege spots AND inside Hive rooms.

Thank you

Comments

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    You know, this isn't really that much of a revalation. I'd say about 100% of mappers play NS too.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    It really doesn't matter how big or small the area is. All that matters is how balanced it is.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited February 2005
    So Jezpuh, explain how a big open area room outside a hive location, or in one could be balanced? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> . Notice I said big, open room

    and Spacer, thanks for pointing out the obvious, if they've played NS before theyd understand those certain huge open map areas are definetly "unbalanced", yet they keep making them in their maps. I wouldnt be stating this issue if mappers saw this problem.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited February 2005
    <span style='color:white'>Be nice.</span>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited February 2005
    <!--QuoteBegin-Diablus+Feb 12 2005, 09:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Feb 12 2005, 09:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So Jezpuh, explain how a big open area room outside a hive location, or in one could be balanced? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> . Notice I said big, open room

    and Spacer, thanks for pointing out the obvious, if they've played NS before theyd understand those certain huge open map areas are definetly "unbalanced", yet they keep making them in their maps. I wouldnt be stating this issue if mappers saw this problem. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Placement and shapes of architecture and lighting will be the big player in "balance". Huge hives are not just boxes, but well thought out and cultivated designs.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    most of the older maps such as tanith were balanced for the ns version they were originally created for. in this case, ns 1.0. i really have not seen that many changes in tanith since it was first realeased for ns 1.0. manily what i see on it is bugfixes.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    Seriously Crispy, mocking me really isnt necessary. Im posting my opinion and this is a thought for mappers to mabye "think of all possible outcomes" before making a certain room. Bashing me doesn;t get your point across and seriously, only makes you look like a moron. I dont really recall when posting my opinion on something automatically makes me a noob. Seeing how ive been within this community since 1.04, thanks
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Diablus+Feb 12 2005, 11:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Feb 12 2005, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seriously Crispy, mocking me really isnt necessary. Im posting my opinion and this is a thought for mappers to mabye "think of all possible outcomes" before making a certain room. Bashing me doesn;t get your point across and seriously, only makes you look like a moron. I dont really recall when posting my opinion on something automatically makes me a noob. Seeing how ive been within this community since 1.04, thanks <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Think about your posting and topic making before insulting mappers. Try and use clear and proper English aswell, rather than rambling on in a flame.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    First of all I think that you don't "<i>speak for most to all NS players</i>"
    when you state that the mappers should stop making huge rooms. But okay, ignoring this, you still need a good balance between huge rooms and close combat areas to get a map balanced.
    And speaking of tanith, yes there are quite a couple of huge rooms. waste, cargo, fusion and reactor room and quite large. and if you want, you can also add chemical to it.
    But lit's not like only tanith has huge rooms. Think of cargo and pipeline on ns_veil, refinery on bast, viaduct on ns_nothing.. etc. etc.
    Nearly all maps have wide open rooms, and they are needed. You needs open spaces on the one hand for the marines, for relocates and easier attacking, but on the other hand you also need alot of space in the alien hive for spawnpoints.
    But besides that, if you play the alien side, you are well aware of the open areas and that you have to prevent the marines from getting there, while on the other hand the marines want to get there. So in the end you end up with fighting in the not that large areas. And that's where most fights are fought in my opinion.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    OK, I'd say this'll lead nowhere fast.
This discussion has been closed.