Map balance question

tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
I've been working on a multi-tiered map with lifts tied to power nodes etc. (e.g. A difficult base for marines to hold but provides an advantage for them to assault alien bases easily, however difficult to defend)

Now on the other side, I need something that's easy for marines to hold, but allows aliens a huge advantage if they get access to it.

I'm trying to make a list of things that make a base easy to hold and I'd love input on a couple things.

Especially this one:

Single point of egress. (like a single door, etc. Don't think I've ever seen this before. Probably because it doesn't work well.)

Others include:

long hallways
few vents
near starting tech point
etc.

But I do have one more question in particular too. Is it possible to have a permanent map entity in spark that would allow phasing of marines and/or aliens? I don't know if this is built into the level editor, but is obviously built into the engine.

I had a similar question about lifts and tying the power to such things to nodes.

Thank you all for your help, comments, and feedback. I'll post my rough draft when I have a better idea of what is possible with spark.

Comments

  • tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
    Oh I thought of one more way to make a base valuable and easy to hold.

    Two tech points in the same "room". This would make such a base highly valuable. Perhaps only one res node or one power node there though. Then having the dual res node room (if I do) somewhere else.

    And one last thing. Does spark support redundant power nodes. E.g., you'd have to kill two to bring down power in a single room.

    I know some of you think these are ridiculous biased balancing items, and they are. But my point is to experiment and see what works and doesn't. For BOTH teams.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    tagwolf wrote: »
    I've been working on a multi-tiered map with lifts tied to power nodes etc. (e.g. A difficult base for marines to hold but provides an advantage for them to assault alien bases easily, however difficult to defend)
    Aliens will also have issues with elevators and huge cliffs. This is mostly related to the cyst chains, which cannot traverse huge height differences. And the Gorge and Onos can't use ladders. Both of which have to be kept in mind.

    Level over level has to be kept to a minimum as well, because of how the Commanders on both teams can't interact with a level below another one.
    tagwolf wrote: »
    Especially this one:

    Single point of egress. (like a single door, etc. Don't think I've ever seen this before. Probably because it doesn't work well.)
    Might want to search for the "siege map" concept that was quite popular in NS. Basically a game mode that had a door open up after a few minutes, waiting for the aliens and marines to tech up. And then another door opening up so the marines could siege the aliens.

    Basically tier 3 aliens had to take out tier 3 marines, before the siege door opened up.

    In terms of NS(2) gameplay, a single door for a main area is not a good idea. As it would be very easy to lock a team in their starting location

    tagwolf wrote: »
    But I do have one more question in particular too. Is it possible to have a permanent map entity in spark that would allow phasing of marines and/or aliens? I don't know if this is built into the level editor, but is obviously built into the engine.
    There is a stargate map out there, which uses custom entities. the thing is if you want the thing you're mentioning, right now you'd have to look at JimWest for his entity mods






    In general, all those things you want to do is at this point and time dependent on entity mods.
  • tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
    Thanks very much for answering my questions.

    Hopefully someone knows something about the powernode question in my 2nd response too.

    I'll look into JimWest.
  • tagwolftagwolf SF Bay Area Join Date: 2013-02-01 Member: 182710Members, Reinforced - Shadow, WC 2013 - Silver
    Kouji_San wrote: »
    tagwolf wrote: »
    I've been working on a multi-tiered map with lifts tied to power nodes etc. (e.g. A difficult base for marines to hold but provides an advantage for them to assault alien bases easily, however difficult to defend)
    Aliens will also have issues with elevators and huge cliffs. This is mostly related to the cyst chains, which cannot traverse huge height differences. And the Gorge and Onos can't use ladders. Both of which have to be kept in mind.

    I'm actually very intrigued by an onos on an elevator and a powernode at the base near the bottom of the lift.. thus forcing a coordinated attack.

    e.g. Take out the powernode, the onos / gorges cannot ride the lift to attack the base.

    I'll need to experiment some.
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