Ns_agora

ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
edited February 2004 in NS General Discussion
<div class="IPBDescription">Map feedback thread</div> This is a new map made by KawaK.


<span style='font-size:14pt;line-height:100%'><b>Now lets discuss Ns_agora</b></span>

I have included a screenshot to remind people of which map I am talking about.


<i>Overview of one of Agora's many interesting room, The Pit. This location sees many battles between Kharaa and TSA. The place is a common relocation spot for marines apparantly.</i>
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Comments

  • BloodySlothBloodySloth Join Date: 2003-08-27 Member: 20284Members
    possibly the best looking hl map i've ever seen. Only one thing bugs me and that's the sounds in the marine start, if you jump off of one of the yellow/black striped strips on the floor, its the half life jumping-off-of-gravel sound, and it bothers me. I know this is more asthetics than gameplay but tbh not many servers play agora, its all pretty much been combat recently, with maybe ns-lost or ns_nothing thrown in.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited February 2004
    Overhead map for those who needs it.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    I really love ns_Agora. It's just such an amazing map, and the only thing that I can come up with that have "annoyed" me about the map, is the doors. There's a couple of doors in the map and it's fine, as long as they open automatically. But when you have to press a button each time you want the door to open, it can be quite frustrating. Another thing that I don't like is that an onos have to crouch to get through some of the door-frames.
    But still ns_Agora is an absolutely beautiful map. You rule KawaK! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I don't get it.. why do some people complain so much about it? It's a brilliant map, good ambience, good design, good layout. You name it. I wouldn't change anything.

    Maybe some eye candy tweaks later on.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited February 2004
    JezPuh, thats fanboyism <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Critique!

    I can't keep it back any more either, I absolutely ADORE this map. Great look, great gameplay. The lighting is awesome, and the tangibility of the many rooms is high. I like how each little spot of the map looks like a real place, marked by a bit of entropy. It simply looks like a place people have been to.


    It has good use of vents, there are many sneaky ones and they are useful for the aliens to circumvent tough spots. Since the map varies between large tall rooms and small, narrow places there is ample balance for jetpackers, they are good for certain parts but not for others. I like this. Skulks have a field day on this map due to excellent cover and the ventage. I also see more alien wins on this map than others. A good thing, IMO.

    Now comes the aspects of the map I would like to change.

    The ramp leading up to The Pit is Onos trap. Its generally hard for aliens to assault up of, and they are going to be doing a lot of that if the current "relocate to The Pit" trend continues. sometimes marines just fortify the heck out of the place because it is a very convenient staging point for Cargo hive attack. The ramp is an excellent firing lane for both hmg and nade spamming.

    Simply put, the Pit, while it looks like a night mare to defend, is actually a pretty sweet place to relocate to for marines. Subsequently aliens should have a few more means of getting up there to attack, without having to take painful detours or up the Ramp of Doom.

    If you look at the top picture, there is an area behind the two cargo crane hooks that is sort of a dead end. Now if you could somehow get up here as aliens, via the route normally taken through cargobay and the ramp, you could really make life miserable down there in that thar pit!

    Also at the top, the ceiling lowers so much that an onos cannot get through without crouching.

    I've noticed that marines can buildt structures on the ramp, but they all fall through. Perhaps this ramp should be designated as unbuildable territory.

    (I've taken many screenies so I am going to break up my feedback into several posts.)

    This picture shows where onos must crouch.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    The Pit problems are reinforced by the fact that the other way into The Pit is very long and hard, also impossible for Onos to take. Watch this:

    This spot, you must climb up the ladder to get to the walkway above The Pit. But onos cant fit through on the ladder.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited February 2004
    Sewer hive is too exposed. As this picture shows, Marines don't need a lot of effort to ninja close to the hive with a PG, then set up a siege base in no time. The aliens are warned of this when the first siege blows up their RT. The location is hard to attack, since the aliens must go around a corner and then up a hill with perfect firing lanes. There should be an alternative route, but preferably the hive shoudl be retracted so that ninja siegeing it is a bit harder.

    The breakable walkway on the other side, leading down to water, is also a bit of a problem if aliens attack from the other side.

    I love the weldable underwater spot btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Thats cool beyond words. We've already had marines setting up base in there at least twice lol.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Last Hive comment, this time Cargo hive:


    Image shows how marines can set up siege base near hive. Problem with this area is that its very far away from aliens spawn, and only lerks and skulks can reach it quickly by the vents. If a gorge was able to get up above the spot and bile bomb in safety it might help on the situation. You could also move the hive a smidgen back so that its not so easy to set up siege base outside.

    I don't know how people feel about sieges, but I really hate it when marines ninja your hive and build a complete minibase that takes your hive otu and you're almost powerless, cannot stop it. If the positions this is done in are more readily assailable it might help the aliens.


    But untill Flayra decides to nerf either siege gun or phase gate its probably going to be like this.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Damnit now you've done it.. I have to play agora again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Agora is very nice, the marine start has a perfectly sized "build area", with ample room around it to allow for defense and doesn't have any annoying vents that negate static defenses.

    Unfortunately I feel some of the resource nodes are little bit too exposed, making it easy for lone marines to hunt alien res chambers. The most notable one is the resource node in Tunnel (not in the hive room, I mean the one in the alcove), where a marine can easily stand in the opposite hallway (or move down the tunnel a bit) and freely shoot at the res node and any OCs in there without fear of retribution, as the maximum range on OCs is very short.

    Also there is this interesting build location that might need looking at.

    More to come as I think of it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Ah yes, one hive I've often struggled with as an alien is this one. It's extremely easy a single marine to assume the position I am in and block any number of skulks trying to get at my imaginary friend building a phasegate or siege base behind me.

    With motion tracking or a smidgen of awareness, I could turn around and block both entrances, as it's equally open and unapproachable by for aliens.

    May I suggest something like support pillars or overhead vents with plenty of exits to give aliens an effective means to close the gap on their enemies before being forced to leave cover?
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    edited February 2004
    Overall agora is a nice map, but with 2 flaws:

    o as immacolata already stated, 2 hives are really easy to siege.
    o This relocation point (see picture) for marines is incredibly good: access to 3 RTs; the wedge,MS and the pit nearby; absolutely no chance of missing the relocation, and further more good protection for onos with some long corridors leading to sewer/pit. One of those nearby nodes should go out imo.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited February 2004
    Would like to take the time to say that I absolutely LOVE the way the piping in the hallways have been arranged to give small aliens total cover, plus plenty of other dangerous areas that players in general will hopefully learn soon and begin to take advantage of.

    The siege spot that must be welded first next to sewer is a great idea, but it made redundant as Imma's previous posts show. Perhaps making it difficult to siege anywhere but from the flooded room might make for some interesting hive battles.

    Here's another hard-to-defend node for aliens.



    <span style='color:red'>The nozzle mentioned is Main Generator. Image baleeted. Too many in this thread</span>
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Bah , french mapper , says it all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    AFAIK all ladders are onos friendly. I once followed an unsuspecting marine from The Pit to Cargo , just crouching to fit in (doesn't slow the ladder climbing speed , and a crouched onos has the hull of a marine) then devoured him.

    There's a funny bug in the room between The Pit and the marine start , the hollow floor is too thin to prevent onos from devouring hiding marines right through it.

    Most of the map is onos friendly , only problem being that evil ramp (should be fixed)

    Also , the underwater room has only 1 tiny entrance , which means a few turret + elec make it an invincible hive lockdown. But 2 OCs underwater can secure this area (marines can't return fire , and can't be medspammed here)

    The Tunnel hive is a bit weak , early game and in case of sieges / HAs (2 choke points , no alien can escape the hive room , very dangerous for onos)

    Sensory is the chamber of choice in this map , due to its architecture and large size.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    There is a vent above that underwater room that forks off into 2 other nearby vent openings.
  • kastkast Join Date: 2003-11-13 Member: 22791Members, Constellation, Reinforced - Shadow
    edited February 2004
    ns_agora Marine Start:

    <span style='color:red'>***** Too large image and whats the point? ****</span>

    this map is very nice, it has alot more detail and different textures and the free use of phase gates really adds a nice glow to the ms on agora
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Revenge+Feb 4 2004, 10:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 4 2004, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is a vent above that underwater room that forks off into 2 other nearby vent openings. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Bit hard for alien lifeforms other than skulk to use them however.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited February 2004
    Image from last hive, Tunnel. This is too a bit easy for marines to siege from safety behind an easily defended spot in the large tunnel. One could move the doors up a bit or, preferably, the hive further back in the tunnel.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    <!--QuoteBegin-Immacolata+Feb 4 2004, 10:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Feb 4 2004, 10:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Image from last hive, Tunnel. This is too a bit easy for marines to siege from safety behind an easily defended spot in the large tunnel. One could move the doors up a bit or, preferably, the hive further back in the tunnel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    thank you for learning me this.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Now I'm edumacating the vets in cheesy tactics? Geez, what's the world coming to O.o
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin-Immacolata+Feb 4 2004, 04:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Feb 4 2004, 04:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Revenge+Feb 4 2004, 10:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 4 2004, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is a vent above that underwater room that forks off into 2 other nearby vent openings. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Bit hard for alien lifeforms other than skulk to use them however. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Only thing that can't get in the vent is an Onos. You can gestate into a gorge in the vent iteself or a skulk can boost you from Hydraulic Generator (its a much shorter boost than the one into Red Room). That said the vent opening into Pumping Station 1 (the drainable siege spot) is sloped so that anything standing there is cannon fodder. I would remove the slope so that a Gorge with BB stands at least a slight chance.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Which slope is that, the one right to the left of the Sewer hive leading up to the area with the breakable floor?
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    I have to disagree with your statement, Parasite, about these new maps both being killing fields. NS_Ayumi especially is a slaughterground for marines in many areas by skulks who use the vertical element of the stacked corridors to great advantage in that map. The trick is to attack using your wallwalking abilities.

    As for Agora - the whole map has a fantastic feel to it, as mentioned in other posts. But it is far too marine friendly in most of the large rooms - giving ample time for a marine to mow down an alien before the alien gets too close. One common way to help with this is to put vents in the celing in some of the larger rooms, allowing aliens to climb down onto the ceiling, walk accross the ceiling to above their prey, and then fall on them. Tasty!

    I think as mentioned before you could balance this map by putting new vents into the major areas mentioned. You could also help with the pit problem by making that ramp larger or adding an alternate onos lane. And put some more cover around those resource nodes!

    Tis a great map. Good work

    -Parallax
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    I deleted a fair bit of comments at the end, as it seemed to be feedback for a different map?
  • GamezLordGamezLord Join Date: 2003-02-12 Member: 13457Members, Constellation
    edited February 2004
    <span style='color:red'>**** GamezLord lubs it nuff said ****</span>
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    My one major critique is the weldable room by sewer hive. Its possible for marine to walk (well swim) in there, build a siege and turrets and phase gate and there is little the aliens can do about it as an onos won't fit, its hard for fades to play their skirmishing style of game play and skulks/gorges can't survive alone too long against all the marines and a turret farm.

    So if its going to be there, I suggest making it so marines have to prioritize their space i.e. they have room for phase and siege or siege and turrets but not both.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin-Immacolata+Feb 5 2004, 09:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Feb 5 2004, 09:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I deleted a fair bit of comments at the end, as it seemed to be feedback for a different map? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thank you for the explanation...although my first reply was about agora.

    Now delete this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • kawakkawak Join Date: 2003-01-11 Member: 12160Members, Constellation
    Thanks guys for theses nices and constructives comments (and thanks Immacolata to have made this thread).

    Everything you have said is right and i will try to do something about it for the next build.

    For Cargo being very easyly to siege (like tunnel is too), well.. in fact when i've started Agora, the current version of NS was the 1.04 (or 1.something) and its <i>common</i> "Fade's acid rockets versus HA" gameplay.
    So i've created the rooms near the hives thinking about theses "epic" battles.

    But since NS 2.0 cames out, ... ... no more "distant" attacks for aliens, only "melee" (with 2 hives). So it's really more difficult to defend both hives Cargo and Tunnel. I will do something about it like adding more(and more) cover/vents.

    Anyway, thanks again for this very useful feedback, i'm taking notes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    Actully the onos can get into the siege room by sewer, but he has to crouch the whole way there.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-xMaD-MaNx+Mar 10 2004, 08:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xMaD-MaNx @ Mar 10 2004, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actully the onos can get into the siege room by sewer, but he has to crouch the whole way there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeh and 1 HMG in the right spot will hold him off forever <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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