Co_pulse

SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
edited January 2004 in NS General Discussion
<div class="IPBDescription">Map Feedback</div> Really, redesign the marine start from scratch. You know what, redesign the whole MAP from scratch.

1) The marine spawn is the size of a coffin. Actually, it's like three coffins side by side, with a tiny hallway between them. Seriously, how do you expect us to defend this when there's walls "protecting" the spawn points from the command chair, which actually equates into walls hiding camping focus skulks? Or rather, walls that are protecting anything eating the CC from instant retaliation from marines, as they have to run around the spawn, past whatever, is eating them, up the stairs, and to the chair.

2) The hive shouldn't require the marines to run an obstacle course to get to. Run down the ramp, past the crates, jump the boxes, climb the ladder, run across the walkway, and THEN shoot the hive. Really, if you don't have jetpacks in this map, you will lose, simply because it takes fifteen minutes to get to the hive on foot.


Get a new marine spawn that's SPACIOUS, HAS ROOM TO SPAWN IN, and most importantly, DOESN'T HAVE THREE WAYS TO KILL IT. Make it a large room without stupid hallway bends.


Get a new hive room that doesn't require you to run up fifty feet of ladders, back and forth across a room via a walkway, and require you, standing on the ground, to find the little angles the hive is visible to fire on at.

I almost never see a marine team come close to winning (Ratio is like 1:15), simply because the marines are usually stuck in their spawn, running back and forth as skulks pour in through every hallway. In order to run to the command chair, you MUST turn your back on one possible entrance, while facing another entrance, with ANOTHER entrance on your flank.

The horribly designed hallways leading to marine spawn means that skulks are usually just around the corner, biting off your face. Furthermore, because of the 'obstacle course' design of the map, it takes the aliens only seconds to reach marine spawn, but it takes marines up to thirty seconds to a minute to get to the hive room, where they're usually eaten off the ladders like snacks.

Finally, the vent system is so extravagent, aliens can LITERALLY bypass 90% of the map via vents, meaning the marines have nothing to shoot at, get to the hive, just in time to hear their CC is being attacked.

Comments

  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really, redesign the marine start from scratch. You know what, redesign the whole MAP from scratch.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Nothing like some constructive criticism, eh?

    Anyways.

    I rather like this map, my only two beefs with it you went into rather long detail about in your post.

    The ladders leading up to the hive in the hive room itself (not the ladder in the one room leading to the hive room) seem a bit out of place. Maybe a ramp would be a better solution? Or even something a bit more unique like a stack of crates?

    The marine start is a bit small, and it's quite easy to spawn camp it. Maybe extend it back a bit, and combine the three rooms to form one larger room?
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    edited February 2004
    <!--QuoteBegin-[mahn+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([mahn)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sawce,Jan 31 2004, 09:28 PM] <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really, redesign the marine start from scratch. You know what, redesign the whole MAP from scratch.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Nothing like some constructive criticism, eh? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sorry, I just really really don't like this map. It has no atmosphere, it's bright, clean, shiney, and feels as sterile as an operating theatre. The hive room feels more like a medical observatory, you could put a sheet of glass in front of the hive and it'd be perfect.


    Honestly, I can't think of one thing I like about this map. Even the hallways suck, littered with crates and being two feet wide, means a cloaked focus skulk can get pretty much free meals through a chokepoint. Chokepoints are bad.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    edited February 2004
    EDIT: oops wrong thread
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That's why it's my favourite skulk map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    One of the problems with co maps is that they look horribly bland for the most part. Not nearly enough variation in lighting. Faceoff, pulse, kestrel, all look like no lightmapping(?) was done on them except for a few vents. Was this done to increase performance?

    And something MUST be done about the ready room in core. It looks like something out of a siege map you'd find at billybobscustommaps18378.
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