"double Node" Rooms
Erias
Join Date: 2003-08-17 Member: 19878Members
<div class="IPBDescription">Gameplay considerations in a map.</div> I'm considering putting one, maybe even two, double-resource-node rooms in my map, but I'm wondering how exactly people will like this, and how this will affect the map's play.
On one hand, these rooms are made very important, and are thus huge choke points full of awesome battle and grandiose bases. Dual-node rooms have been known to change hands (or claws) many times during the game, making the tides of battle ebb and flow and stir the game up. Adding two of them might make things even more interesting.
It also gives the team holding "double" a morale boost. "Woo! Lots of res! Drop me an HMG and lets pwnzx0r!!1"
On the other hand, in "double node" maps, the game is less spread across the map, and some attention is drawn away from hive rooms. More concentrated resource flow means a game may turn into a war of attrition, which is boring. It also discourages exploration and may cause serious balance issues during testing that would be hard to resolve.
Lastly, the reason I want to make <i>two</i> double-node rooms in my map, besides the fact that this has never been done before, is because the map layout has the hives spread around MS evenly, meaning only one double-node room will leave one hive location at a disadvantage.
So, those are some of the pros and cons that have arrived to me... I don't really have a concrete idea of how this would work either way yet, though. So, one node, two node, one double, two double? Let's discuss.
On one hand, these rooms are made very important, and are thus huge choke points full of awesome battle and grandiose bases. Dual-node rooms have been known to change hands (or claws) many times during the game, making the tides of battle ebb and flow and stir the game up. Adding two of them might make things even more interesting.
It also gives the team holding "double" a morale boost. "Woo! Lots of res! Drop me an HMG and lets pwnzx0r!!1"
On the other hand, in "double node" maps, the game is less spread across the map, and some attention is drawn away from hive rooms. More concentrated resource flow means a game may turn into a war of attrition, which is boring. It also discourages exploration and may cause serious balance issues during testing that would be hard to resolve.
Lastly, the reason I want to make <i>two</i> double-node rooms in my map, besides the fact that this has never been done before, is because the map layout has the hives spread around MS evenly, meaning only one double-node room will leave one hive location at a disadvantage.
So, those are some of the pros and cons that have arrived to me... I don't really have a concrete idea of how this would work either way yet, though. So, one node, two node, one double, two double? Let's discuss.
Comments
it has. ns_fenris, i believe, has 2 double res nodes.
i personally don't really like double nodes. for those reasons that you kindly wrote down. i dunno. i like ns_nothing, eclipse and lost. they don't have double nodes. and i think that makes them much more interesting than, say, veil or caged.
Because a double node is a single room, it's a lot easier to take or hold, purely by the convenience that they're both there. Given two double nodes, if you rush to them and control the two rooms, that's 4 nodes straight off the bat you control, meaning for the decent marine team, you're going to be swimming in res.
While the nodes are within sight of each other, and close; they also have a wall seperating the floorspace surrounding them.
With the 3 hives in the top left, top right and bottom left corners of the map; the node is alone in the bottom right corner of the map.
What this mean for map balance is that if one of the two nodes is under attack, you have to walk around the end of the wall to get to it, making it extremely hard to hold both nodes without a turret farm. Eastern outlook is also on it's lonesome in a corner of the map, not really on the way to any hives, which means getting it and a hive initially isn't feasable.
> thats my opinion <
because: I dont like any double resnode in the officials. the problem is that they will be the most important are in the map. if arines have it: bad luck to the aliens. if aliens have it: WORSE LUCK FOR MARINES! double res nodes say "plz, stay here and idle till we got enough res to do something big."
single res-nodes seem to say "hurry ,we have no time so keep on the good action."
instead of one or even two double res nodes, place more single restower. although iI think 8 single restower on one map should be enough to give the players a good feeling. and I think thats the point of mapping for ns, isnt it?
Tram Tunnel and Feedwater nodes.
Databank Access and Refinery nodes.
You should never have more then 1 2x res room. Generaly maps have 10 resource nodes and 4 of them are used in the hive rooms and marine start. If you have two 2x res rooms then that leaves you with only 4 nodes that are alone. Since you won't want to put any of the 2x node rooms close to a starting point, you will reduce the number of possible lay outs that would work.
As for the "fake" 2x node rooms like feedwater and tram tunnel on bast, these are kind of iffy. These would be nodes that are physicly close together, but take more time to travil between. I try to keep these to a minimum for siege purposes, but they are the mapper's call.
So far I see things leaning away from "double nodes" ... I'll certainly be taking this into consideration, as should other mappers. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT:: Also, if I created such a map like that (ya...with my "mapping skillz") I would like to see how the game would play out with no res in marine start, or any hives. Just double nodes. No one could camp back and the res would actually be the prime factor of the game.