Map Updates?
Teflon
Join Date: 2003-08-27 Member: 20289Members
Will there be map updates in 2.1 when it comes out? So that the sucky maps can suck less?
- Bast (Source has been lost. We need a remake of it...): Has more problems then you can shake a gorge at. The only thing NOT wrong with it is the actaul map quality. Beautiful map.
- Lost: This map has few marine wins and I'm not ever sure why. I think the res node near their base needs to be more accessable (No weld) and slightly easier to defend. There are few places on the map where marines can really hold an outpost. Comm chair pit makes the comm chair VERY vulnerable.
- Mineshaft: Claustrophobic hallways. Widen a few, and remove some of the eyecandy beams so that certain places are more marine friendly. Again, few places to really establish an outpost. Even hives are hard. No nodes near marine spawn. Marine spawn is too tiny for turrets.
- Hera: Lork on the clorf. Marine spawn is too accessable. Map violates the 'mapping guidlines' (Only 2 ways to marine spawn, lots of build space, and easy to defend. It has none of these). I'd say completely redesign the spawn from scratch. Remove double siege point!
- Veil: Double node can be sieged from marine spawn... yet grenades can easilly kill gorges bilebombing double node, even if the grenades totally miss. Redesign vents so you actaully have to HIT the gorge to kill it, not exploit the 'grenade blast through walls' bug.
- Caged: I'm looking at the minimap right now. The major MAJOR flaw in this map is the double node point (Central Processing?). Please open the minimap as I explain, and you'll see what I mean. Take a look at the 'Sewer' hive. Now, in most games, the marines will overtake central processing. This is inevitable unless you have a gorge spend all his resources building lots and lots of O chambers. The entire map revolves around central processing. Now, the minimap doesn't show it, but the hallway that connects sewer and vent hive (Slightly south of CentProc) has not one, but TWO walls that need to be welded by marines to get through. This means that if the marines hold CentProc, there is only ONE way for the aliens to get to sewer hive without having to go directly past a major marine outpost: Through a vent. This means you'll have to run in as skulks, and still, you have a lot of ground to cover as a gorge that uses the ladder. Furthermore, several vents around sewer are weldable, meaning it eliminates two more access points. Also from CentProc, the marines can easilly hit Vent. They simply weld down the wall, and at the bottom of the ramp they make a siege base. There are only two ways to hit a siege base there, and both ways are flat, featureless hallways. Most games we win usually involves loosing either sewer, vent, or both in the same game, and relying on generator hive. This map NEEDS a major hallway to completely CIRCUMVENT both the marine spawn *AND* CentralProcessing. Look at generator hive. The only way to get from generator to any other hive is going past marine spawn, central processing, or taking 3 times longer and going WAY out of the way. Furthermore, central processing is very hard to hold as an alien. As a marine, however, it makes a prime relocation spot. Lots of open room. A gorge can't bilebomb centproc anywhere without a marine coming out to gun him down.
That's all I can think of right now. I look forward to and eagerly anticipate any map changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
- Bast (Source has been lost. We need a remake of it...): Has more problems then you can shake a gorge at. The only thing NOT wrong with it is the actaul map quality. Beautiful map.
- Lost: This map has few marine wins and I'm not ever sure why. I think the res node near their base needs to be more accessable (No weld) and slightly easier to defend. There are few places on the map where marines can really hold an outpost. Comm chair pit makes the comm chair VERY vulnerable.
- Mineshaft: Claustrophobic hallways. Widen a few, and remove some of the eyecandy beams so that certain places are more marine friendly. Again, few places to really establish an outpost. Even hives are hard. No nodes near marine spawn. Marine spawn is too tiny for turrets.
- Hera: Lork on the clorf. Marine spawn is too accessable. Map violates the 'mapping guidlines' (Only 2 ways to marine spawn, lots of build space, and easy to defend. It has none of these). I'd say completely redesign the spawn from scratch. Remove double siege point!
- Veil: Double node can be sieged from marine spawn... yet grenades can easilly kill gorges bilebombing double node, even if the grenades totally miss. Redesign vents so you actaully have to HIT the gorge to kill it, not exploit the 'grenade blast through walls' bug.
- Caged: I'm looking at the minimap right now. The major MAJOR flaw in this map is the double node point (Central Processing?). Please open the minimap as I explain, and you'll see what I mean. Take a look at the 'Sewer' hive. Now, in most games, the marines will overtake central processing. This is inevitable unless you have a gorge spend all his resources building lots and lots of O chambers. The entire map revolves around central processing. Now, the minimap doesn't show it, but the hallway that connects sewer and vent hive (Slightly south of CentProc) has not one, but TWO walls that need to be welded by marines to get through. This means that if the marines hold CentProc, there is only ONE way for the aliens to get to sewer hive without having to go directly past a major marine outpost: Through a vent. This means you'll have to run in as skulks, and still, you have a lot of ground to cover as a gorge that uses the ladder. Furthermore, several vents around sewer are weldable, meaning it eliminates two more access points. Also from CentProc, the marines can easilly hit Vent. They simply weld down the wall, and at the bottom of the ramp they make a siege base. There are only two ways to hit a siege base there, and both ways are flat, featureless hallways. Most games we win usually involves loosing either sewer, vent, or both in the same game, and relying on generator hive. This map NEEDS a major hallway to completely CIRCUMVENT both the marine spawn *AND* CentralProcessing. Look at generator hive. The only way to get from generator to any other hive is going past marine spawn, central processing, or taking 3 times longer and going WAY out of the way. Furthermore, central processing is very hard to hold as an alien. As a marine, however, it makes a prime relocation spot. Lots of open room. A gorge can't bilebomb centproc anywhere without a marine coming out to gun him down.
That's all I can think of right now. I look forward to and eagerly anticipate any map changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
I always hated mineshaft since the hallways are too small - These small hallways make it hard for ONOS, Jetpackers and Lerks also Leap attacks are boring most of the time the map cycles into mineshaft i leave.
Hera and Bast need to be redone since this is not 1.04 anymore. Most of the times rines will lose. The MS RT on Hera needs to be closer into the base and the landing pad should have a invisable wall to stop the lorks.
No im not bashing any map I'm just discussing the issues of some maps.
Cargo is probably the most balanced map (most fun to play IMO) but there does need to be a hallway from Vent hive to Sewer - something a little bigger so that gorges and onos can get thru. Parts of the map I love: Stability rules, I like the cargo tunnel area, and the area around Auxiliary Generator. I think that the double pipe structure into sewer is a little annoying - it is hard for onos to get out of that hive - especially if marines hold upper sewer.
I'm not a mapper, so I can't complain, but all in all, the maps are awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
...and yet if they DO expand...which they will if they're competent...Porcessing is still a double seige point, holoroom can be seiged from hera reception and ventilation is very easy to take over early game if the aliens are in archiving/data core for a starting hive.