Open up Corridors
Jason Whore
Join Date: 2011-04-11 Member: 92514Members
<div class="IPBDescription">Because fighting still happens in there</div>I think corridors should be wide and open like in ns2_summit...
ns2_tram f.e. has really small corridors (Marine Expansion - Tram repair - Alien Expansion) wich makes it hard for players, especially marines to push into rooms (Lerk Spores are really effective) and in the end the fighting still happens there if its equal teams.
I am not saying bring back NS1 corridor fighting... Fighting should happen in rooms - shorten the corridors so rooms are closer together but don't make them so tight... open up the room connecting corridors like in ns2_summit (just shorter maybe?)
ns2_tram f.e. has really small corridors (Marine Expansion - Tram repair - Alien Expansion) wich makes it hard for players, especially marines to push into rooms (Lerk Spores are really effective) and in the end the fighting still happens there if its equal teams.
I am not saying bring back NS1 corridor fighting... Fighting should happen in rooms - shorten the corridors so rooms are closer together but don't make them so tight... open up the room connecting corridors like in ns2_summit (just shorter maybe?)
Comments
Honestly, no server should be running Tram right now. It has so many graphics problems and bugs right now that it's just not playable.
I haven't played it in this build, but I hear others say that it has alot of problems compared to summit. Rockdown should be removed asap in my opinion, god I hate that map :P
But I still think that commanders should be able to rotate ALL the buildings, instead of it being random. Its annoying with the robotics factory for an example. (You can't decide which way the ARC is gonna come out) And the building shape is very large and rectanglular, so sometimes you end up blocking your marines with it.
If there's gonna be thin corridors, at least make them sparingly.
Sums it up for me. Summit has little areas that branch off of the primary or secondary routes but either lead nowhere or back on themselves. These hiding places are what made NS1 maps great, and I think they are what Tram and Rockdown are missing (although considering the intended pace of Rockdown I don't see it as a major problem in it's case). Every area in Tram is a highly-detailed box. All the walls and corners of any area are easily monitored. The map feels more like a playing field/chessboard rather than an environment, and the fact of "One Power Node in Every Room" doesn't help in isolating the areas either (although every map does this currently).