How I see Refinery Balanced

Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
<img src="http://i50.tinypic.com/2zf4t2a.png" border="0" class="linked-image" />
This is a map of refinery that I made so I could demonstrate what I wanted to change (also because I am thinking about doing a video so I made it cause I don't like the weird in-game exported version)

Disclaimer: Some of this isn't accurate, I got lazy tracing some walls and what not.
<img src="http://i45.tinypic.com/3150aw2.png" border="0" class="linked-image" />
This is a highlighted version that shows where I see changes being made. Blue represents something that should basically be removed, purple represents something that I believe should be added/modified. All of these I have numbered as to deliver my explanations, here they are.

Blue/Removed:
1: Heatsink lets aliens get to Pipeworks too fast. Nothing to say here, just lets aliens get to Pipeworks too fast. Remove the whole area.
2: Lava Falls East Platform (no better name for it) provides access from Chasm into Lava Falls, Routing, and hence Conduit/Smelting. Remove the whole area
3: Empty Space (what an amazing name) needs to have its entrance from Lava Falls removed so marines can hold aliens at Pipeworks.
4: The hallway in exchange is too damn long. Remove the snaking path and make it a straight shot (or straighter) to Pipeworks.
5: The vent leading from Routing to Transit and Smelting needs to be removed. Let's aliens hit marine RTs way too fast.
6: Remove the snaky hallway that leads to Smelting from Transit. Transit also needs to have its RT moved closer to the marine base.
UNLISTED: Pipeworks needs to have its TP removed to balance out marines having an immediate TP right beside their base.

Purple/Added/Modified:
1: The hallway from Transit to smelting needs to be remade so that Transit is closer to marine spawn but Smelting is about the same distance.
2: Smelting needs to be moved up a little bit and connect to Routing and Conduit with 2 seperate Hallways. The hallway leading to Conduit needs to snake so marines can't just sit way back and get a line of sight.
3: Conduit needs to be moved up to compensate for increased distance from alien spawn and for decreased marine distance.
4: Routing needs to be its own room that connects to Conduit and Smelting. Not much changed here honestly.
5: Falls Approach needs to be made diagonal and shorter. The most important change on this number is <i>Lava Falls connects to Routing just like the little bridge on the side that connects to Pipeworks</i>
6: Exchange needs to lead straight to Pipeworks
7 Lava Falls (Yes, there's two 7's, sorry): Lava Falls' RT itself needs to be moved down slightly, and the eastern bridge needs to be removed (logically). Also, the second level should be removed.
7 Turbine: Turbine needs to be moved up into the map to make getting to it slightly lengthier than it would be normally from Smelting. The hallway from Chasm would lead up, instead of down. By extension, Conduit has to be longer, preferably on the top side.

These are just my opinions on how to balance Refinery. These changes would make it easier to hold for marines and more difficult to attack marine RTs that are closer to their base.

Any thoughts? I'd really appreciate some dev feedback if they're considering changing the map at all.
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Comments

  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    I'm not commenting on the validity of your suggestion (I don't like the current refinery, but I don't really care enough to sit down and think about it this much). I think your biggest problem with this idea will be that it is simply too big of a change. You're suggesting what amounts to a complete redesign of the map. That's hundreds of hours of work.


    That said, if you feel this strongly on maps and want to have an impact on how maps are designed then you should apply to the maptesting team. You'll have a better opportunity to affect change and present your ideas to both other testers and map devs.
  • SehzadeSehzade Join Date: 2010-12-29 Member: 76024Members
    edited December 2012
    problem with the map is. long walk distances, easy RTs for kharaa (esspecially lava)
    no idea how your rework would look or work to be honest.

    it is just really hard to defend as marine. or to pressure effectivly due to the distances.

    edit: cant you rework the map with the spark editor?
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    edited December 2012
    <!--quoteo(post=2045363:date=Dec 13 2012, 10:04 PM:name=Sehzade)--><div class='quotetop'>QUOTE (Sehzade @ Dec 13 2012, 10:04 PM) <a href="index.php?act=findpost&pid=2045363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->problem with the map is. long walk distances, easy RTs for kharaa (esspecially lava)
    no idea how your rework would look or work to be honest.

    it is just really hard to defend as marine. or to pressure effectivly due to the distances.

    edit: cant you rework the map with the spark editor?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The map already has long walk distances, my goal in these changes were to change the immediate RTs for marines to be closer, create more chokes, and make aliens still able to defend their early RTs. Lava Falls is essentially meant to be a no man's land whereas Routing has been made into a more powerful position.

    edit: i don't really know how to use spark editor. you probably could, but i assume you'd have to unpackage it first, or whatever, based on my knowledge of maps in source.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited December 2012
    gotta say that your changes aren't very well thought out. only 1 entrance to pipeworks means that marines can turtle indefinitely.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2045368:date=Dec 13 2012, 10:11 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 13 2012, 10:11 PM) <a href="index.php?act=findpost&pid=2045368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->gotta say that your changes aren't very well thought out. only 1 entrance to pipeworks means that marines can turtle indefinitely.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's no tech point in pipeworks with my changes, so it isn't as big of a deal. In my opinion that helps with the turtling. Pipeworks was thought of as more of a forward assault area for Lava Falls when I was thinking of these changes.
  • Cat-PokerCat-Poker Join Date: 2012-08-28 Member: 156670Members
    I have always thought the the aliens should just start in turbine, and that exchange should have an RT. I would think those two changes alone would do wonders.
  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    As I recall, many of the proposed changes you have suggested are already in the pipeline (see what I did there?).

    The majority of the problem I see with Refinery is there is too much travel time and Lava Falls is too Alien "friendly". The catwalks are too narrow for Marines to dodge and there are too few of them in general.
  • ktrktr Join Date: 2012-11-22 Member: 172808Members
    edited December 2012
    Main problem is that it takes considerably longer for Marines to expand because of the longer routes. My idea is to make routes more direct and to increase distance between Containment and Lava Falls.

    1) Shift Exchange, Flow Control, and Extraction to the right for more direct routes.
    2) Make Transit to Smelting a more direct route.
    3) Shift Heatsink, Containment, and Chasm upwards, extending distance from Lava Falls.

    With my <u><b>leet MS-Paint skills</b></u> (sorry for the broken transparency):

    Note: Map is not perfect, but right away you can see that distance between tech points and resource node are a lot more proportional than before.

    <img src="http://i.imgur.com/K4NfM.gif" border="0" class="linked-image" />
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited December 2012
    <img src="http://i48.tinypic.com/e8svub.png" border="0" class="linked-image" />

    my idea.

    2 "safe" rt's for each side (containment+chasm vs flow control + transit). 2 "safe" tech points (containment, turbine vs flow control, smelting). pipe works, lava falls, routing, conduit are 'unsafe' and are fought over.

    also each side can spawn at either of their 'safe' tech points. so you could have flow control vs turbine, smelting vs containment, etc.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <img src="http://i.imgur.com/lTsKU.png" border="0" class="linked-image" />

    <b><u>Important changes:</u></b>
    <ul><li>Marines moved to Pipeworks</li><li>Aliens moved to Turbine</li><li>Chasm walk through moved to a more convenient location to reduce travel time to lava falls</li><li>Vents added from turbine to routing area.</li><li>Conduit res node removed</li><li>Heatsink res node added</li><li>Obscuring wall added at heatsink</li></ul>

    Each team is moved closer to one another, and double is placed at the midpoints between the two starting locations (unlike to lobsided placement currently). Auxillary res nodes are available on the way to the contested tech room, while no res nodes are available on the way to the uncontested tech rooms. One res node exists between the two uncontested tech rooms. Heatsink rise node gets an obscuring wall to balanace its defence with that of chasms res node.

    A change I didn't include was that lava falls res layout should be rotated ninety degrees, so that its backing wall obscures marine start from the nodes.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    is it me or is every single map in NS2 a bicycle wheel design ?

    (except veil, NS1 maps ftw)
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2045409:date=Dec 13 2012, 11:47 PM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Dec 13 2012, 11:47 PM) <a href="index.php?act=findpost&pid=2045409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is it me or is every single map in NS2 a bicycle wheel design ?

    (except veil, NS1 maps ftw)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Veil is an atrocity
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Map balance is reliant on game balance, and you can't truly fix map balance when the game balance isn't there all the way.

    It'll get better with time.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2046096:date=Dec 15 2012, 12:47 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Dec 15 2012, 12:47 AM) <a href="index.php?act=findpost&pid=2046096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Map balance is reliant on game balance, and you can't truly fix map balance when the game balance isn't there all the way.

    It'll get better with time.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think you can ignore the design of a map when the game is so far into development. I cannot imagine anything, even perfect performance, balancing out a specific element of a map. Refinery is balanced for aliens in terms of their ease of movement around the map, and the distance that marines have to travel, and the difficulty of pushing aliens out of their hold on the northern areas of Refinery. There's a pressing need to analyze the map design of any map that has a huge disparity for alien advantage compared to marine advantage.
  • piedriverpiedriver Join Date: 2009-12-17 Member: 69695Members
    My suggestion is simply this; shift Conduit closer to Lava Falls.

    It would enable the marines to harass each of the cyst chains between turbine and lava falls more easily, thus pulling most of the alien team into defending these assets. Also, the very unused flanking corridor (room name: "Chasm") would be become useful when the aliens get their second hive at "Turbine".

    ##Also, probably remove the vents into Conduit, and make "Routing" a straight <u>Y</u> towards "Chasm" and Lava Falls.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    edited December 2012
    Refinery is a pretty messed up map for balance. However I feel some of your suggestions are unneeded.

    Areas I feel need work:
    <ul><li>Flow control is too far from any RTs</li><li>Heatsink is too straight rush between techpoints. </li><li>Lavafalls access to routing heavily favours aliens with their containment start. </li><li>Lavafalls in general is very easy to protect.</li><li>Transit is too far away from everything, and as such always dies.</li></ul>


    My suggestions:
    <ul><li>Move flow control TP to extraction. Giving quicker access to transit.</li><li>Add RT to exchange.</li><li>Move alien start to turbine so harder to defend lavafalls early game.</li><li>Add more bends to slow down movement on both sides in heatsink.</li><li>Move the lavafalls-routing access south, giving balance in access.</li></ul>
  • AxehiltAxehilt Join Date: 2003-09-12 Member: 20796Members
    <!--quoteo(post=2045413:date=Dec 14 2012, 01:57 AM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ Dec 14 2012, 01:57 AM) <a href="index.php?act=findpost&pid=2045413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Veil is an atrocity<!--QuoteEnd--></div><!--QuoteEEnd-->

    It really is.

    As for Refinery, the key changes needed seem to be:

    1. Lava Falls RTs moved further from fixed alien start location and closer to marine start. There should be more balance for teams trying to control this area; it shouldn't be an alien gimme.
    2. Slightly reduce raidability of Transit (possibly by making it closer to transit or conduit.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Changes that have been confirmed by the devs already for this map that will be released until Christmas:
    <ul><li>Exchange gets an RT point</li><li>Path from Flow Control to Smelting gets shortened</li></ul>
  • TSADroneTSADrone Join Date: 2012-12-01 Member: 173807Members
    edited December 2012
    *Take some civility classes before posting next time --Comprox
  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    <!--quoteo(post=2045409:date=Dec 14 2012, 01:47 AM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Dec 14 2012, 01:47 AM) <a href="index.php?act=findpost&pid=2045409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is it me or is every single map in NS2 a bicycle wheel design ?

    (except veil, NS1 maps ftw)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Surely you do not mean ns2_fail, right?

    Here are just a few problems with THAT map (good subject for an entirely separate thread)...

    -4 TP, not suitable for NS2's new Powernode/Cyst struggle-type gameplay
    -Said TPs are all located on the opposite side of the static Marine Start
    -Double is too accessible for Aliens and hard to defend without early GL/JPs
    -Speaking of accessibility, there are more vents than ns1_veil and on top of that are not "weldable"

    These are just a few but serious if not fatal errors I find with ns2_veil. This is also coming from someone who loved ns1_veil.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=2046224:date=Dec 15 2012, 11:42 AM:name=Kazter)--><div class='quotetop'>QUOTE (Kazter @ Dec 15 2012, 11:42 AM) <a href="index.php?act=findpost&pid=2046224"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Surely you do not mean ns2_fail, right?

    Here are just a few problems with THAT map (good subject for an entirely separate thread)...

    -4 TP, not suitable for NS2's new Powernode/Cyst struggle-type gameplay
    -Said TPs are all located on the opposite side of the static Marine Start
    -Double is too accessible for Aliens and hard to defend without early GL/JPs
    -Speaking of accessibility, there are more vents than ns1_veil and on top of that are not "weldable"

    These are just a few but serious if not fatal errors I find with ns2_veil. This is also coming from someone who loved ns1_veil.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And yet the winrate is about identical to the other maps, certainly less alien-favored than Refinery.
  • flyjumflyjum Join Date: 2012-01-07 Member: 139849Members
    All that needs to be done is add an RT to exchange and maybe the run to smelting shorter(maybe move transit rt closer)
    For veil
    Just add entrances to nano grid from east and west junction
    This way marines can get there quicker and 2 gorges cant lock it down as easy
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2046240:date=Dec 15 2012, 10:24 AM:name=flyjum)--><div class='quotetop'>QUOTE (flyjum @ Dec 15 2012, 10:24 AM) <a href="index.php?act=findpost&pid=2046240"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All that needs to be done is add an RT to exchange and maybe the run to smelting shorter(maybe move transit rt closer)
    For veil
    Just add entrances to nano grid from east and west junction
    This way marines can get there quicker and 2 gorges cant lock it down as easy<!--QuoteEnd--></div><!--QuoteEEnd-->
    It takes more than 2 gorges. Once marines get in there aliens have little chance to get into nano after its fortified
  • flyjumflyjum Join Date: 2012-01-07 Member: 139849Members
    <!--quoteo(post=2046241:date=Dec 15 2012, 10:26 AM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ Dec 15 2012, 10:26 AM) <a href="index.php?act=findpost&pid=2046241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It takes more than 2 gorges. Once marines get in there aliens have little chance to get into nano after its fortified<!--QuoteEnd--></div><!--QuoteEEnd-->
    Adding more entrance might help that as well
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    <!--quoteo(post=2046224:date=Dec 15 2012, 05:42 PM:name=Kazter)--><div class='quotetop'>QUOTE (Kazter @ Dec 15 2012, 05:42 PM) <a href="index.php?act=findpost&pid=2046224"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Surely you do not mean ns2_fail, right?

    Here are just a few problems with THAT map (good subject for an entirely separate thread)...

    -4 TP, not suitable for NS2's new Powernode/Cyst struggle-type gameplay
    -Said TPs are all located on the opposite side of the static Marine Start
    -Double is too accessible for Aliens and hard to defend without early GL/JPs
    -Speaking of accessibility, there are more vents than ns1_veil and on top of that are not "weldable"

    These are just a few but serious if not fatal errors I find with ns2_veil. This is also coming from someone who loved ns1_veil.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Funnily enough does the 4-TP-style hinder aliens more than marines because marines only need to get one second base either in Pipeline or Sub-Access to deny aliens their third Hive. They have to fight on less frontiers and can easily lock down an entire side of a map.
  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    edited December 2012
    Honestly, my 4 TP critique is more on a certain level of standardization for the new type of power-struggle style of gameplay. You have Veil which is only 4 TP, but then again you have ridiculous maps such as Turtle that has what...8 or so which almost defeats the purpose.

    I believe 5 is what should be on every map, but that is just a matter of opinion. How it actually effects gameplay would actually require a conclusive and deep study of competitive-level of play (which at this point the game is far to small to produce accurate results anyway).

    Having 4 TP indeed hurts Aliens more, but I was actually pointing out how odd it is for Veil to be the only "Official" map with only 4 TPs. My other points were more targeted at imbalance benefiting Aliens more. However, the amount and placement of TPs on a map directly effects both sides. I feel if Veil were to be considered Official, it should follow the now semi-standard "bicycle wheel" layout of 5 TPs, semi-evenly spaced RTs, connecting corridors, and rooms.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Heaven forbid that a map is different from the standard 5 techpoints in a circle.
  • SchleppySchleppy Join Date: 2012-08-09 Member: 155181Members
    A simple answer is switch marine and alien starting positions and move one of the resource nodes from double to routing. I'd still agree that exchange and transit need to have lesslong worthless hallways however. I'd be curious to see how the map played out with alien and marine starting positions switched.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2046344:date=Dec 15 2012, 04:39 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Dec 15 2012, 04:39 PM) <a href="index.php?act=findpost&pid=2046344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heaven forbid that a map is different from the standard 5 techpoints in a circle.<!--QuoteEnd--></div><!--QuoteEEnd-->

    4 tech ponts in a square?

    3 in a triangle?


    I do like veil for being different though. Its far more tense for aliens to deny marine expansion. 5 TP maps you don't care if marines get a second base, because you can still get your 3 hives.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    <!--quoteo(post=2046281:date=Dec 15 2012, 10:52 AM:name=Kazter)--><div class='quotetop'>QUOTE (Kazter @ Dec 15 2012, 10:52 AM) <a href="index.php?act=findpost&pid=2046281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly, my 4 TP critique is more on a certain level of standardization for the new type of power-struggle style of gameplay. You have Veil which is only 4 TP, but then again you have ridiculous maps such as Turtle that has what...8 or so which almost defeats the purpose.

    I believe 5 is what should be on every map, but that is just a matter of opinion. How it actually effects gameplay would actually require a conclusive and deep study of competitive-level of play (which at this point the game is far to small to produce accurate results anyway).

    Having 4 TP indeed hurts Aliens more, but I was actually pointing out how odd it is for Veil to be the only "Official" map with only 4 TPs. My other points were more targeted at imbalance benefiting Aliens more. However, the amount and placement of TPs on a map directly effects both sides. I feel if Veil were to be considered Official, it should follow the now semi-standard "bicycle wheel" layout of 5 TPs, semi-evenly spaced RTs, connecting corridors, and rooms.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Veil is an official map. It is also one of 3 maps competitive players will play seriously. docking, refinery and mineshaft all have problems. I would rank them in that order of playability.

    I think 4 tech points is a lot more interesting then 5 personally. If aliens get 3 hives on any map, they are generally beating the pants of the marines any way, so why do we need a stalemate inducing extra tech point?
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