Ns_agora

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Comments

  • xMaD-MaNxxMaD-MaNx Join Date: 2003-11-03 Member: 22253Members
    I suggest making the pumping sound alittle louder, and make a flashing red light somewhere close to sewer indicating the pump has been activated.
  • Hovaring_FattyHovaring_Fatty Join Date: 2004-02-11 Member: 26433Members
    An excellent map, I played the best game of 3.0 on it just recently. The game lasted 2 hours, in a constant stale mate between 5+ onos and a team full of heavies. Marines eventually lost due to a 9 onos rush on marine base even though marines (barely) held control of 2 hives. We tried 4 times, with seiges, HA trains, JP's, to take out that last tunnel hive but were shut down every time.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    What I think sets agora apart from other ns maps is that its dynamic. The layout isn't so linear, you can quickly turn around and go another way. Well, Hera is like this also.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited March 2004
    The layout is a bit too large and complicated. Too easy for aliens to have nodes safe in the far reaches of the map and then sit on the res. Id suggest consolidating the central rooms into a simple, more compact area, with fewer nodes.

    Aesthetically its great though.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    edited March 2004
    <!--QuoteBegin-Draconis+Feb 4 2004, 01:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ Feb 4 2004, 01:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <img src='http://www.unknownworlds.com/forums/uploads//post-39-1075877780.jpg' border='0' alt='user posted image' />
    I tried this out and don't think it's overpowered. While the resource availability is hard to beat, the layout of that room doesn't make for a very good base, a large team will get caught up between all the buildings and turrets. Plus it is surrounded by quite a few twisty hallways and that terrible door, so lerks/fades/onoses have a field day just as it's difficult to defend all 4 entrances at once. Basically, this relocation is only good if you can keep pressure on the hive to keep them away from your base. I think it would work great if they had Cargo or Tunnel hive but for Sewer it can be a bit of a pain. If you do this when they have sewer hive, I'd recommend trying to lockdown Main Generator, and end the game as quick as possible.
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