Linear'ness Map Strategy Theory
Human_Shield
Join Date: 2005-02-24 Member: 42373Members
<div class="IPBDescription">3 basic types of maps</div> This is a theory in work but I think it explains a lot (I will give some descriptions for non-basic map names that people don't have the name memorized).
Among the maps they can be broken down into 3 classes: linear, nonlinear, and medium.
The basic theory can be summarized as this:
<img src='http://members.cox.net/humanshield/maptheory.jpg' border='0' alt='user posted image' />
Nonlinear maps have multiple paths to reach an objective, linear maps have one main viable way, and medium is between the two. These different map types have an effect on gameplay.
Main points of interest:
Effects on motion tracking
Effects on marine static defence
Effects on alien static defence
Effects on res control
Effects on movement
<span style='color:red'>Teamsize effect: The smaller the game is the less useful motion tracking and the less effective rushing anything is, should be considered.</span>
<span style='font-size:14pt;line-height:100%'><b>Nonlinear maps: "Slash and burn"</b></span>
Examples: ns_eclipse, ns_veil (double res in the middle of map, overlook res leading to sub-sector hive)
On these maps there is at least two ways to get to most areas.
Features of map type: Quick map movement and attack, bad to lockdown
Key effects for marines:
This map type is the most favorable to marines
Motion tracking is at its most effective, aliens attack marines in the back the most on these maps, the MT allows marines to travel the path of least resistance and get to far objective points, should get MT as early upgrade.
Marines can control the most nodes on these maps because multiple nodes are in travel distance and it is easier to get across the map.
Alien static defences are at their weakest, hive rushes have the best chance of success on these maps.
Marines are at a disadvantage if they spend res to lockdown a hive. Locations on the map can be rushed the res can be effectively control if marines are not on a hive. Marines should attack alien res and keep their own res capped, by the time they drop the second hive you can get a phase gate and rush with lvl 3 shotguns and have res to spare. Alien defences are at their weakest, take advantage of this and don't play defensive.
For Aliens:
Aliens are at their weakest, they need the most teamwork and have the smallest margin of error on these maps.
1. Get across the map, the marines will be capping many nodes you must move in small groups and focus on killing their res everywhere. You will also need groups for defence.
2. Early lerks to help packs of skulks to kill res and spore advancing marines, most are afraid to run through gas.
3. Alerting OCs, build a single oc where phase gates are likely to be. It will give advanced warning and avoid a single marine from getting one up.
4. Get the second hive started and guard it, rushes are the most likely.
5. Hit their base. Attacking the marine base is the most important on this map type. Marines will die less on these maps and the base is empty the most on these maps. And while the commander is getting motion tracking, he can't beacon.
<span style='font-size:14pt;line-height:100%'><b>Medium Maps: "The battle line and forward bases"</b></span>
Examples: ns_tanith, ns_nothing (generator room, powersilo)
These maps have two nonlinear zones divided by 2-3 choke points, dividing the map with a battle line. The two teams can try and lockdown a side and whichever has more res usually wins.
MT is less effective but since useful for claiming a side early.
Aliens have the advantage of vents that bypass chokepoints and having a main chokepoint at the middle hive.
The best strategy for both teams is to get defences at a few of the chokepoints and get a forward base on the other side of one chokepoint. Marines need to spend their static defences on these points instead of hives or else the aliens will get a forward point in addition to the other side of battle line.
Map control is important here and marines are at a small disadvantage because skulks can bypass turrets and hit RTs easier then marines can get by OCs guarded by skulks. Slash and burn strat can be used to good effect to kill alien defences before they start but is more risky to move around the map. Focus on claiming as much of the map as possible and use sieges to full advantage to clear out alien chokepoints.
<span style='font-size:14pt;line-height:100%'><b>Linear maps: "Key points and death traps"</b></span>
Example: ns_lost (Welding into alpha hive, eternal requiem, temperature), ns_metal (Mineral res, smelter hive, storage D leading to surface access)
These maps have one main way for marines to attack a hive and the aliens can usually secure two hives from laming up one point.
Marines are at their weakest they need the most teamwork and have the least margin of error on these maps: skulk ambushes are easy to set up, motion tracking isn't very useful because you have to go down a certain hallway, skulks get access to numerous vents.
Alien defences are at their maximum. Aliens can control over the half the map from one point. Marines operate on the fewest res nodes of any map type, and aliens have time to constantly attack.
For marines: Take the key point AS SOON AS POSSIBLE. Get a gate near and shotgun rush it or siege it, it must be destroyed. Have your marines guard res and a few try to kill gorges early. Marines defending locations themselves are at their best because their are fewer ways to enter but these requires more teamwork then attacking. Get jetpacks early or marine/mine ladder in vents and rush a phase gate behind enemy lines. Locking down a hive while you have 3 res and the aliens control everything else just sets up a death trap.
Among the maps they can be broken down into 3 classes: linear, nonlinear, and medium.
The basic theory can be summarized as this:
<img src='http://members.cox.net/humanshield/maptheory.jpg' border='0' alt='user posted image' />
Nonlinear maps have multiple paths to reach an objective, linear maps have one main viable way, and medium is between the two. These different map types have an effect on gameplay.
Main points of interest:
Effects on motion tracking
Effects on marine static defence
Effects on alien static defence
Effects on res control
Effects on movement
<span style='color:red'>Teamsize effect: The smaller the game is the less useful motion tracking and the less effective rushing anything is, should be considered.</span>
<span style='font-size:14pt;line-height:100%'><b>Nonlinear maps: "Slash and burn"</b></span>
Examples: ns_eclipse, ns_veil (double res in the middle of map, overlook res leading to sub-sector hive)
On these maps there is at least two ways to get to most areas.
Features of map type: Quick map movement and attack, bad to lockdown
Key effects for marines:
This map type is the most favorable to marines
Motion tracking is at its most effective, aliens attack marines in the back the most on these maps, the MT allows marines to travel the path of least resistance and get to far objective points, should get MT as early upgrade.
Marines can control the most nodes on these maps because multiple nodes are in travel distance and it is easier to get across the map.
Alien static defences are at their weakest, hive rushes have the best chance of success on these maps.
Marines are at a disadvantage if they spend res to lockdown a hive. Locations on the map can be rushed the res can be effectively control if marines are not on a hive. Marines should attack alien res and keep their own res capped, by the time they drop the second hive you can get a phase gate and rush with lvl 3 shotguns and have res to spare. Alien defences are at their weakest, take advantage of this and don't play defensive.
For Aliens:
Aliens are at their weakest, they need the most teamwork and have the smallest margin of error on these maps.
1. Get across the map, the marines will be capping many nodes you must move in small groups and focus on killing their res everywhere. You will also need groups for defence.
2. Early lerks to help packs of skulks to kill res and spore advancing marines, most are afraid to run through gas.
3. Alerting OCs, build a single oc where phase gates are likely to be. It will give advanced warning and avoid a single marine from getting one up.
4. Get the second hive started and guard it, rushes are the most likely.
5. Hit their base. Attacking the marine base is the most important on this map type. Marines will die less on these maps and the base is empty the most on these maps. And while the commander is getting motion tracking, he can't beacon.
<span style='font-size:14pt;line-height:100%'><b>Medium Maps: "The battle line and forward bases"</b></span>
Examples: ns_tanith, ns_nothing (generator room, powersilo)
These maps have two nonlinear zones divided by 2-3 choke points, dividing the map with a battle line. The two teams can try and lockdown a side and whichever has more res usually wins.
MT is less effective but since useful for claiming a side early.
Aliens have the advantage of vents that bypass chokepoints and having a main chokepoint at the middle hive.
The best strategy for both teams is to get defences at a few of the chokepoints and get a forward base on the other side of one chokepoint. Marines need to spend their static defences on these points instead of hives or else the aliens will get a forward point in addition to the other side of battle line.
Map control is important here and marines are at a small disadvantage because skulks can bypass turrets and hit RTs easier then marines can get by OCs guarded by skulks. Slash and burn strat can be used to good effect to kill alien defences before they start but is more risky to move around the map. Focus on claiming as much of the map as possible and use sieges to full advantage to clear out alien chokepoints.
<span style='font-size:14pt;line-height:100%'><b>Linear maps: "Key points and death traps"</b></span>
Example: ns_lost (Welding into alpha hive, eternal requiem, temperature), ns_metal (Mineral res, smelter hive, storage D leading to surface access)
These maps have one main way for marines to attack a hive and the aliens can usually secure two hives from laming up one point.
Marines are at their weakest they need the most teamwork and have the least margin of error on these maps: skulk ambushes are easy to set up, motion tracking isn't very useful because you have to go down a certain hallway, skulks get access to numerous vents.
Alien defences are at their maximum. Aliens can control over the half the map from one point. Marines operate on the fewest res nodes of any map type, and aliens have time to constantly attack.
For marines: Take the key point AS SOON AS POSSIBLE. Get a gate near and shotgun rush it or siege it, it must be destroyed. Have your marines guard res and a few try to kill gorges early. Marines defending locations themselves are at their best because their are fewer ways to enter but these requires more teamwork then attacking. Get jetpacks early or marine/mine ladder in vents and rush a phase gate behind enemy lines. Locking down a hive while you have 3 res and the aliens control everything else just sets up a death trap.
Comments
Wasnt I playin with you last night human?
I think it's somewhere between marine strategy (wrong forum for that though) and map layout discussion.
A few months back, someone did a really nice analysis of maps using weighted graphs. THAT was interesting. (But I don't remember if it was in a public forum.)
Thanks for takeing the time to write this post, the sour-faces posting after you in this thread seem to enjoy typing one or two quick and poorly written sentences in a clumsy attempt to discredit your well thought out essay. Maybe they are just too lazy to define a soild case as to why they belive your theory is in error, whatever the case may be thanks for shareing
...
No.
TBH this is best to keep in mind for field marines. Before you even run out of base to some unknown objective, think about where the aliens will stop you and what you will be able to acomplish before they do. I can't tell you how frustrating it is for a comm to have something along the lines of your whole team running left side on ns_caged after you have told them gen is hive happen. Marines, give yourself options, and don't run liniar lines somewhere where you are likely to be killed, expecially if you are a good shot.
I think it's somewhere between marine strategy (wrong forum for that though) and map layout discussion.
A few months back, someone did a really nice analysis of maps using weighted graphs. THAT was interesting. (But I don't remember if it was in a public forum.) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you could dig this up it would be really cool! I searched the forums but couldn't find anything (except your comment in this thread).
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=70657' target='_blank'>Methodology of making maps for competitive</a>
This is a sticky in the Mapping Forum. This is a very good read, gives a lot of slightly complex info on the way maps work.
Jesus guys! It's SIMPLE! He's stating which maps are which, how, why, and where! And you know what, for his first post, this is ACTUALLY constructive! HOW MANY OF YOU CAN CLAIM TO HAVE A CONSTRUCTIVE FIRST POST BESIDES
"HELLO! I'm BOB!"
Though you might get more mileage out of using the terms "Dense" and "Sparse", since what you're trying to show is a node graph and those are the applicable terms.
-Brackhar
Jesus guys! It's SIMPLE! He's stating which maps are which, how, why, and where! And you know what, for his first post, this is ACTUALLY constructive! HOW MANY OF YOU CAN CLAIM TO HAVE A CONSTRUCTIVE FIRST POST BESIDES
"HELLO! I'm BOB!" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
o/
*The marine win,where every hive is secured in about 5 mins and jp/hmg and gl storm the hive,leading to victory in about 13 mins. Cue much spam of LAME!
*The alien win,where every hive is built within about 10 mins and then a fade/onos/lerk rush on the main cc is executed. Cue much spam of LAMER!
*The one where the server disconnects halfway through one of the above,a 'OMG WTH' win. <!--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--> Cue.....round 2!
(there is no longer the 'balanced game',it either swings in 1 way or other)
Nice way to add maths to NS OP. <!--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--> I don't see your point though,as any map can become linear if 'lamed' correctly.
*The marine win,where every hive is secured in about 5 mins and jp/hmg and gl storm the hive,leading to victory in about 13 mins. Cue much spam of LAME!
*The alien win,where every hive is built within about 10 mins and then a fade/onos/lerk rush on the main cc is executed. Cue much spam of LAMER!
*The one where the server disconnects halfway through one of the above,a 'OMG WTH' win. <!--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--> Cue.....round 2!
(there is no longer the 'balanced game',it either swings in 1 way or other)
Nice way to add maths to NS OP. <!--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--> I don't see your point though,as any map can become linear if 'lamed' correctly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That has nothing to do with mapping at all.
for example, in cal there are currently 8 basic types of maps being played every season. in ENSL, there are 10 basic types of maps.