I think under circumstances of technical difficulties we should stay in Combat mode. Or one solutions is to have tech point and its expansion always connected.
I think under circumstances of technical difficulties we should stay in Combat mode. Or one solutions is to have tech point and its expansion always connected.
That is an interesting solution - essentially both teams start with 2 tech points and can't send ARCs or drifters outside their base. Then this would be super easy to make combat and doesn't need layout change. Flat or anyone else - thoughts?
We would still have to connect the rooms so you could build resource points, and it's possible you couldn't use MAC/Drifters.
I have an idea for a very different type of room, but I think it would be rather hard to fit in to the map in a meaningful way. Basically what I propose is an obstacle course room. It would have:
1. Tricky Jumps
2. Hallways with doors in the floor that open/close on a timer (so you can fall through)
3. High speed train that flies through the room, knocking players off ledges / into death boxes.
However there are some issues with this. Jetpacking marines, lerks, and fades (particularly with blink) could ignore just about any obstacles you can create with extra entities mod. Skulks can nearly do the same thing, and gorge clogs could be used to bypass difficult sections. So with marines stumbling around obstacles that most aliens are immune to, this room would have to contain no hiding spots for aliens. That might even be enough to balance it.
Now I get the problem, the aliens need to connect their expansions with cysts. Under given circumstances I was thinking for vanilla version about layout similar to this.
Basicaly both team will need to fight for the middle to get to the top tier technology.
Still seem more viable to try Combat version first...
Now I get the problem, the aliens need to connect their expansions with cysts. Under given circumstances I was thinking for vanilla version about layout similar to this.
Basicaly both team will need to fight for the middle to get to the top tier technology.
Still seem more viable to try Combat version first...
Yeah.. I ran in to the same kind of problems with my siege map. You pretty much can't stop aliens from cysting through locked doors and building stuff where they shouldn't be. And last I checked, drifters, macs, and arcs could all drive through locked doors as if they were made of smoke. And if you replace locked doors with teleporters, then not even marines can build in the isolated room because the pathing doesn't reach that room.
NS2C however doesn't have cysts, drifters, macs, or mobile ARCs. If you used NS2C, this map layout with teleporters would work just fine using locked-door hallways between each section of the map.
I have an idea for a very different type of room, but I think it would be rather hard to fit in to the map in a meaningful way.
I've thought about something similar where one team uses buttons to use traps to kill the marine team (idea stolen), but basically aliens have to be the ones always pushing buttons, or it has to be MvM. Either way due to technical difficulties you'd have to mod it instead of just making a map.
Also, you should take a room anyways bp2008! I know you'll come up with something amusing that's just a little more vanilla.
Now I get the problem, the aliens need to connect their expansions with cysts. Under given circumstances I was thinking for vanilla version about layout similar to this.
Basicaly both team will need to fight for the middle to get to the top tier technology.
I like this concept but I would imagine gameplay being frustrating. One team would dominate the center area and therefore the game. Especially with the teleports it just takes marines camping the teleports with SG while building center. Let's do the combat version and then see if we like the game mechanic enough to pursue this, but I see some definite promise.
Ok team, I think we've reach the conclusion that combat would be easier just to avoid the technical difficulties. I think I'll recreate the thread this evening so everything is consolidated and less confusing, and to recruit the last 4 mappers.
I REALLY appreciate your help & input in these early stages. Thanks guys!
Comments
That is an interesting solution - essentially both teams start with 2 tech points and can't send ARCs or drifters outside their base. Then this would be super easy to make combat and doesn't need layout change. Flat or anyone else - thoughts?
We would still have to connect the rooms so you could build resource points, and it's possible you couldn't use MAC/Drifters.
I have an idea for a very different type of room, but I think it would be rather hard to fit in to the map in a meaningful way. Basically what I propose is an obstacle course room. It would have:
1. Tricky Jumps
2. Hallways with doors in the floor that open/close on a timer (so you can fall through)
3. High speed train that flies through the room, knocking players off ledges / into death boxes.
However there are some issues with this. Jetpacking marines, lerks, and fades (particularly with blink) could ignore just about any obstacles you can create with extra entities mod. Skulks can nearly do the same thing, and gorge clogs could be used to bypass difficult sections. So with marines stumbling around obstacles that most aliens are immune to, this room would have to contain no hiding spots for aliens. That might even be enough to balance it.
What do you all think? Terrible idea?
Basicaly both team will need to fight for the middle to get to the top tier technology.
Still seem more viable to try Combat version first...
Yeah.. I ran in to the same kind of problems with my siege map. You pretty much can't stop aliens from cysting through locked doors and building stuff where they shouldn't be. And last I checked, drifters, macs, and arcs could all drive through locked doors as if they were made of smoke. And if you replace locked doors with teleporters, then not even marines can build in the isolated room because the pathing doesn't reach that room.
NS2C however doesn't have cysts, drifters, macs, or mobile ARCs. If you used NS2C, this map layout with teleporters would work just fine using locked-door hallways between each section of the map.
Also, you should take a room anyways bp2008! I know you'll come up with something amusing that's just a little more vanilla.
I like this concept but I would imagine gameplay being frustrating. One team would dominate the center area and therefore the game. Especially with the teleports it just takes marines camping the teleports with SG while building center. Let's do the combat version and then see if we like the game mechanic enough to pursue this, but I see some definite promise.
Ok team, I think we've reach the conclusion that combat would be easier just to avoid the technical difficulties. I think I'll recreate the thread this evening so everything is consolidated and less confusing, and to recruit the last 4 mappers.
I REALLY appreciate your help & input in these early stages. Thanks guys!
Awesome! I think I'll assign you #2, since 2 and 3 are slightly larger than 4 and 6 - I hope that works for you.
Edit: Please no longer use this thread as it might be confusing.
I've made a new thread here. Please re-read the OP as I've changed or clarified some things, and please use the file from there as I've updated it.