ns2_tow_veil

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited November 2013 in Mapping

Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited November 2013
    Had fun on this tonight. Got close to a stalemate in the dome, but a lerk managed to sneak by, go gorge, and drop a tunnel in East Junction. Didn't last long after that :)

    I recommend you add a "flow" line to the minimap, so people can tell where they need to go. It wasn't clear when we first started playing.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Suggest you delete the un-used parts of the map entirely. From the minimap you still have the hallway between skylights and marine start, and skylights itself,
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    AuroN2 wrote: »
    Suggest you delete the un-used parts of the map entirely. From the minimap you still have the hallway between skylights and marine start, and skylights itself,

    Still need the RTs.

    A strategy that worked very well last night on the summit tow was getting three hives, and using contaminate to sneak echo an egg into a hidden corner of marine start.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    BeigeAlert wrote: »
    AuroN2 wrote: »
    Suggest you delete the un-used parts of the map entirely. From the minimap you still have the hallway between skylights and marine start, and skylights itself,

    Still need the RTs.

    A strategy that worked very well last night on the summit tow was getting three hives, and using contaminate to sneak echo an egg into a hidden corner of marine start.

    Why not just echo whips?
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    RTS can be moved.
    Im presuming the egg is for someone to die and respawn into, go gorge, drop tunnel. Or am i too creative? :P
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Made some changes yesterday:

    1) Gave marines skylights RT back. Both teams can acquire 5 nodes each reasonably well.
    2) Added game-start (non-researched) PG from MS >>> C12 (help early marine pressure since aliens are in cargo and potentially pipeline fairly quickly)
    3) Opened up dome, although, its a dead end. Not sure if I'll keep this.
    4) Power node in skylights, topo, east junc. start socketed to speed marine early game.
    5) Closed off a few vents into pipeline so marines have an easier time holding it.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Trying it out now! :)
Sign In or Register to comment.