Hey guys, so as everyone is aware, the map isn't perfect and I'm trying to fix that. The tram Departures move seems to have been ok, but the rts next to it aren't so great. Stability takes about 9 cysts, and if marines spawn in Terminal, East rt is a no go.
Anyway, I'm going to move Stability closer towards tram to reduce the distance. Some vent's will also be getting added in to reach courtyard easier. The corridor from Courtyard into Lockers has been deleted (the one you walk up the stairs to get through the door) as if marines get Terminal it turns into bit of a turkey shoot. To compensate this I'll be trying out a corridor further down that connects up to the Ballcourt corridor.
I'm also going to be trying to fix Generator to limit the line of sight and Jaetpack OPness in this room as it is pretty darn ridiculous. Also for Landing pad I'm going to prevent skulks from going underneath as requested. Lastly I'm going to open up the Maintenance corridor around Ballcourt.
So any comments or suggestions, throw them in here.
As far as I know there is best practice to have about 3 entrances to each "bigger" room... usualy two big enough for onoses / exo and one smaller vent.
> My first proposal is to make "dark-red" vent from landing pad (behind crates) to right now unused loop ... vent on top of cafeteria ;)
> The second proposal is shift /split dual entrance to tram (as its one side shooting party for marines and very well defendeable place now) ! once you split that entrances, the marines need to spread his focu a little bit.
Of course the power node should be facing landing pad (to be visible form CC), because on each other side will prefer one or other team.
<!--quoteo(post=1962371:date=Aug 13 2012, 06:18 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Aug 13 2012, 06:18 PM) <a href="index.php?act=findpost&pid=1962371"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Of course the power node should be facing landing pad (to be visible form CC), because on each other side will prefer one or other team.
The vent under the hive in Generator is tricky to get into from the "far end", already mentioned by me here <a href="https://getsatisfaction.com/unknownworlds/topics/vent_in_generator_docking" target="_blank">https://getsatisfaction.com/unknownworlds/t...nerator_docking</a>
I would love to see less rt's in the map. Its usually just way too easy to lock the north side as aliens. The changes might help it a little as you dont have to go directly through locker to get to ballcourt. But still i think its too easy to hold 4-5 nodes just by holding 2 chokepoints.
Have to say that im very happy to see that UWE/dux chooses to make big changes to the map. Hopefully they will do the same with Mineshaft.
Looking at the newest paint picture, I think there potentially can be a few issues. In the current version, tram can be vicious for aliens to attack, as the vent from Courtyard has been removed. The issue is that if marines control Terminal and Tram, then aliens have only 2 ways to enter Tram.
Either it's face first through North Point, or through terminal->east wing->tram. I have seen some pretty mad problems with turrets being set up properly, and it will pretty much render it impossible for the aliens to reach tram. With the new layout, you've added a few vents, which will probably help a bit, but ultimately the issue still persists. The only really viable back-stab option there is, is the vent circleded with purple, but I suspect a few mines would sort that out. Orange spots are turret positions.
And even worse scenario is if the marines manage to hold courtyard, which now has a greater travel distance from locker.
I do, however, think that the new vents will bring extra capabilities to aliens when they start off in Tram. Currently it's up hill battle to win if you start there.
It feels like it's maybe a little too easy to lock Tram completely down with mines.
On another note, the importancy of courtyard control could in return yield some pretty interesting games, the question is if it's slightly too powerful, and too easy for marines to deny expansion from the aliens.
I have just one question ... Why so flat? is here and reason why vents cant cross halls? (on top or bottom ?) I think it was possible in NS1, to mark them as commander invisible to not to interfer with commanders view / commands.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited August 2012
Changes looks very interesting, and good! Great work dux. Only thing I'm a little worried about is the new vents in east wing and landing pad, gorge bilebombing from the vent?
Comments
Anyway, I'm going to move Stability closer towards tram to reduce the distance. Some vent's will also be getting added in to reach courtyard easier. The corridor from Courtyard into Lockers has been deleted (the one you walk up the stairs to get through the door) as if marines get Terminal it turns into bit of a turkey shoot. To compensate this I'll be trying out a corridor further down that connects up to the Ballcourt corridor.
I'm also going to be trying to fix Generator to limit the line of sight and Jaetpack OPness in this room as it is pretty darn ridiculous. Also for Landing pad I'm going to prevent skulks from going underneath as requested. Lastly I'm going to open up the Maintenance corridor around Ballcourt.
So any comments or suggestions, throw them in here.
Here's the (bad) paintover.
usualy two big enough for onoses / exo and one smaller vent.
> My first proposal is to make "dark-red" vent from landing pad (behind crates) to right now unused loop ... vent on top of cafeteria ;)
> The second proposal is shift /split dual entrance to tram (as its one side shooting party for marines and very well defendeable place now) !
once you split that entrances, the marines need to spread his focu a little bit.
Of course the power node should be facing landing pad (to be visible form CC), because on each other side will prefer one or other team.
<img src="http://i.imgur.com/k6vZU.png" border="0" class="linked-image" />
<img src="http://i.imgur.com/k6vZU.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Even if you don't move it there, at least move it somewhere. It's a terrible spot right now.
<a href="http://i.imgur.com/Phbov.jpg" target="_blank">http://i.imgur.com/Phbov.jpg</a>
not sure if intended
Have to say that im very happy to see that UWE/dux chooses to make big changes to the map. Hopefully they will do the same with Mineshaft.
Either it's face first through North Point, or through terminal->east wing->tram. I have seen some pretty mad problems with turrets being set up properly, and it will pretty much render it impossible for the aliens to reach tram. With the new layout, you've added a few vents, which will probably help a bit, but ultimately the issue still persists. The only really viable back-stab option there is, is the vent circleded with purple, but I suspect a few mines would sort that out. Orange spots are turret positions.
And even worse scenario is if the marines manage to hold courtyard, which now has a greater travel distance from locker.
I do, however, think that the new vents will bring extra capabilities to aliens when they start off in Tram. Currently it's up hill battle to win if you start there.
<img src="http://dbndesign.dk/mines.png" border="0" class="linked-image" />
It feels like it's maybe a little too easy to lock Tram completely down with mines.
On another note, the importancy of courtyard control could in return yield some pretty interesting games, the question is if it's slightly too powerful, and too easy for marines to deny expansion from the aliens.
I think it was possible in NS1, to mark them as commander invisible to not to interfer with commanders view / commands.
Only thing I'm a little worried about is the new vents in east wing and landing pad, gorge bilebombing from the vent?