Ns_cortana, Layout

JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
<div class="IPBDescription">this is the one i ment to post</div> ns cortana- Helpful advis please....

Comments

  • LoDwkeefLoDwkeef Join Date: 2003-10-08 Member: 21512Members
    I dono this map just seems like its too small, everything is just too close together. marines are almost forced to go and take double res at the beggining of the game, with only 1 other res in between them and a hive, which is aliens start there, marines will either rush them with no other choice but that and loose, or loose due to fact that it would be impossible to hold any other res points.
    i think you need more than 1 hallway in between each place of importance(rt's, hives, marine start.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    keef is right, marines are gonna be short-handed for res.

    and i dunno what it is about cortana, but something about the placement of that hive is just bad, not towards the center of the map but to the MS, but since i can't put my finger on it u can ignore that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    My first reaction was, oh thats ns caged. In ns caged it is possible for the marines to enter sewer hive via neutral territory, ie they have a chance of controlling 2 hives. In your above map it is too easy for the aliens to lock down double res and with it those two hives. In general it seems too hard for the marines to travel to get to hives. Ill come say a bit more later, those were first impresions.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    What are the siege ranges compared to the map size? Because if the marines do get their hands on the double res it looks like they can siege two hives from ventilation or the room beneath the double res.
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    I changed some things on it.... I made it bigger(I think) Took out double res.. added a couple more weld point.. and doors.. I hope this will make it a lil better.. Some more comments plz..
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    Well you removed double res, but created triple res.
    If I woluld be com on that map I would probably try to relocate between the two restowers on the right. That way I would have 2 res secured + easily secured marine start. And additionally the mainframe hive would be quite near.
    maybe adding an additional room above mainframe hive and moving the middle right restower there would solve it. not sure though.
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    edited June 2004
    I changed some "more" things on it.... I made it bigger Took out double res.. added a couple more weld point... add couple rooms....again.. more coments plz...
    changed this "In addition i would suggest a connection of ms directly to processing."
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    edited June 2004
    I really wouldn't worry about that souceror, aliens will keep that clear if their hive is mainframe, and if its not then there should be some great games as two hive aliens battle high tech marines, i think it makes the map better if anything.
    For the other changes double is still to easy to hold. If you turn that horizontal grey vent between the room above processing and ms into a proper passage that will help. In addition i would suggest a connection of ms directly to processing. You may want to make processing connect to ventilation directly and have the room above connect not to ventilation but to the room above vent. After this your layout should be nigh on perfect, nice job. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    edited June 2004
    Ok, i made vent connect to processing, So it it geting better?? More comments
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    Again.... I made some updates,including the others.. Thanx for the help everyone exspecially KFDM.. I shortend up the hive:Reactor core.. Plus all the stuff i did earlir.. Im going to start tommrow... So thanx for the help.....
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I still feel it needs an extra connction between ms and the left hand side, perhaps to the room above processing, where the vent is.
  • JabaswtJabaswt Join Date: 2004-04-18 Member: 27997Members, Constellation
    edited June 2004
    well it would cut back on the straigth hallway. I'll try it..
  • Impy_The_LerkImpy_The_Lerk Join Date: 2003-05-24 Member: 16652Banned
    <CryptopsY> put a big lava pit in marine start
    <CryptopsY> and a swinging penjulum
    <CryptopsY> and little boxes with [?] question marks that marines can hit their heads on to get shotguns outta
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    a) check the spelling of all of your place's names

    b) too open, there are NO choke points.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I think it looks great as it is. Its a pretty nice layout tbh, its what ns_caged should have been. Go with it. As for chokepoints there are some in there anyway. Choke points get old quick anyway.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    hmm... if i was alien i would head striaght to processing and drop a couple OCs, it would delay the marine game a lot. since it's harder for rines to take out OCs early game w/o dying a lot (except for pros, just against nubs)
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