Docking - Modified layout test
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
Hi,
For those who play NS2 since NS2 is out, you probably know the "issue" with Docking.
Short story,
Courtyard is configured in a way it allows a rush on Maintenance and / or Stability early on and more or less win the game like that. It does that with experienced players or many players (24). That led to Docking isn't played competitively unless it's a specific start configuration if people are willing to do. On public it's a different scenario in which those who know just rip off the others.
So if the issue is CourtYard let's see what happen when we modify the place.
I made a test map based on the official to provide such ground for a test. Don't mind the Art there's no need for that in the test. It's no grey box either.
The reasons :
Because i could do it.
Because it worth a try.
It may give hints to the official maintainers to change the map so i can be less like "go StAAAAAAAb", etc.
It may also provide a better set of rules to build better layout (or make it evolve).
On a side note : MineShaft and Refinery aren't suffering from the same problem, precisely because you can't move like you want in the central room area. They have other issues linked to these rooms as well. But it's not the CourtYard issue.
Would you be so kind to test this a little bit
No need to play days on it. Simple scenarios will suffice. Like 2vs2 LMG/SG - Skulk/lerk. Gorge maybe.
The goal is to answer these simple questions :
NB: You may experience some Cyst bug (you have to put them one by one) in Gen <-> Stab but not in the rest of the map.
The link: Docking_test
Please do provide some feed back in this thread.
For those who play NS2 since NS2 is out, you probably know the "issue" with Docking.
Short story,
Courtyard is configured in a way it allows a rush on Maintenance and / or Stability early on and more or less win the game like that. It does that with experienced players or many players (24). That led to Docking isn't played competitively unless it's a specific start configuration if people are willing to do. On public it's a different scenario in which those who know just rip off the others.
So if the issue is CourtYard let's see what happen when we modify the place.
I made a test map based on the official to provide such ground for a test. Don't mind the Art there's no need for that in the test. It's no grey box either.
The reasons :
Because i could do it.
Because it worth a try.
It may give hints to the official maintainers to change the map so i can be less like "go StAAAAAAAb", etc.
It may also provide a better set of rules to build better layout (or make it evolve).
On a side note : MineShaft and Refinery aren't suffering from the same problem, precisely because you can't move like you want in the central room area. They have other issues linked to these rooms as well. But it's not the CourtYard issue.
Would you be so kind to test this a little bit
No need to play days on it. Simple scenarios will suffice. Like 2vs2 LMG/SG - Skulk/lerk. Gorge maybe.
The goal is to answer these simple questions :
- Was the 2 locations still easy to reach or not from Marine start (from Terminal as from Cafeteria) ?
- Is there enough space to fight in this configuration (where is it too thin/thick) ?
- Were the aliens able to completely block the access on one exit but not the other ? Meaning the marine can't take some time and flank them. So you can still unlock a blockade.
- Was it useful for the alien in the end ?
- Is the Marine team changed its plan in order to reach these 2 locations, and is the alien team could adapt to this (enough time)?
The layout pic:
(modified)
(modified)
NB: You may experience some Cyst bug (you have to put them one by one) in Gen <-> Stab but not in the rest of the map.
The link: Docking_test
Please do provide some feed back in this thread.
Comments
Now that the OP is updated, you're in my debt...
It's a case study.