Commanding Guide For Ns_lost
WildChicken
Join Date: 2004-08-25 Member: 30891Members, Constellation
<div class="IPBDescription">From an average comms PoV</div> Map: Ns_Lost
Point of View: Commander
Ns_Lost is looked upon as being a somewhat marine biased map, with plenty of weldables and long corridors.
<u><b>Map Overview</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/OverviewNs_lost.jpg' border='0' alt='user posted image' />
Colour codes:
<span style='color:Red'>Red: Siege spot</span>
<span style='color:Yellow'>Yellow: Choke point</span>
<span style='color:Green'>Green: Important weldable</span>
Equilibrium Regulation: This hive is open and fairly easy to spawncamp, and allows for an easy JP rush. The siege points are not too difficult to defend, with straight corridors leading to all of them.
Alpha Continuum: This hive is not as open as the others, making it harder for marines to spawncamp it. The two siege spots are however extremely easy to defend.
Cargo Bay Delta: This hive is fairly open and easy to spawncamp, making the siege spots easy to defend. However it also has a very high, even ceiling making it ideal for JP rushes.
<span style='color:yellow'><u><b>Yellow</u></b></span>:
These are the main choke points of the map. Holding both means confining the aliens to 1 hive. They are extremely close to each other, so domination of both is fairly easy to achieve. Welding the vents is a must for both places. If holding Internal Access Corridors, remember to weld the vent from Temperature Control to Cargo hive
Holding Temperature control prevents access to Cargo hive from Equilibrium hive, and vice versa. Holding both temperature control and Internal Access Corridor effectively locks down Cargo hive, and makes access to Alpha hive from Equilibrium much more bothersome.
<u><b>Temperature Control</u></b>
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/TemperatureControl.jpg' border='0' alt='user posted image' />
This is a fairly simple place to lock down, but it works best with 1 marine on guard duty. Welded vents is a requirement.
<u><b>Internal Access Corridors</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/InternalAccessCorridors.jpg' border='0' alt='user posted image' />
The straight corridors here make it easy to lock down, and with plenty of other ways to do it besides this one. If not planning to elec, place turrets in the yellow circles, perhaps leaving out the 2 southmost turrets.
<span style='color:red'><u><b>Red</u></b></span>:
<u><b>Alpha Continuum siege point 1</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot1AlphaHive.jpg' border='0' alt='user posted image' />
This siege spot is very easy to defend, with 2 straight corridors leading to it. If you manage to get it up in there without having to weld the door, that eliminates 1 route to it.
<u><b>Alpha Continuum siege point 2</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot2AlphaHive.jpg' border='0' alt='user posted image' />
This siege spot is harder to defend than siege spot 1, but easier to access. Putting at least 1 marine at each of the yellow circles is advisable. Be careful when placing the sieges, as the sieges just BARELY reach the hive, so placing them just a few inches too far from the wall means they will not hit hive (!!!).
<u><b>Cargo Bay Delta siege point 1</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot1CargoHive.jpg' border='0' alt='user posted image' />
This siege point can be hard to defend, if you do not get some marines, preferably with mines, down to the yellow circle.
<u><b>Cargo Bay Delta siege point 2</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot2CargoHive.jpg' border='0' alt='user posted image' />
This siege spot is the singlemost difficult one to protect. It is very close to the hive itself and the spawn points are almost located on top of the sieges themselves. Spawning skulks end up on your face, which makes it extremely difficult to hold without plenty of mines. Besides, a sporing lerk and/or a fade or two can really ruin it in no time.
<u><b>Equilibrium Regulation siege point 1</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot1EquilibriumHive.jpg' border='0' alt='user posted image' />
Fairly simple siege spot, a corridor with a twist makes it rather easy to defend. However the ladder and higher area above it make for some grim ambushes unless at least 1 marine stays above and watches the rear.
<u><b>Equilibrium Regulation siege point 2</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot2EquilibriumHive.jpg' border='0' alt='user posted image' />
A straight corridor with a small opening above it, allowing lerks to spore or gorges to bile as they like. Keeping the lift up and having a GL for those lerks+biling gorges is preferable. Not the best siege point for Equilibrium. The breakable glass might buy your marines some time, but it is rather limited. All in all the worst siege spot for Equilibrium Regulation Hive.
<u><b>Equilibrium Regulation siege point 3</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot3Equilibriumhive.jpg' border='0' alt='user posted image' />
This point is the easiest to defend out of the 3, with a long corridor and a rather big room in the rear.
All in all, the map allows for some good JP rushes, which are to be preferred over HA on this one. All siege points have been tested and are working. Combat testing pending.
(Edited. Changed info about second cargo siege spot, 2nd Equi siege spot. Added important weldables and hive names to overview)
Point of View: Commander
Ns_Lost is looked upon as being a somewhat marine biased map, with plenty of weldables and long corridors.
<u><b>Map Overview</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/OverviewNs_lost.jpg' border='0' alt='user posted image' />
Colour codes:
<span style='color:Red'>Red: Siege spot</span>
<span style='color:Yellow'>Yellow: Choke point</span>
<span style='color:Green'>Green: Important weldable</span>
Equilibrium Regulation: This hive is open and fairly easy to spawncamp, and allows for an easy JP rush. The siege points are not too difficult to defend, with straight corridors leading to all of them.
Alpha Continuum: This hive is not as open as the others, making it harder for marines to spawncamp it. The two siege spots are however extremely easy to defend.
Cargo Bay Delta: This hive is fairly open and easy to spawncamp, making the siege spots easy to defend. However it also has a very high, even ceiling making it ideal for JP rushes.
<span style='color:yellow'><u><b>Yellow</u></b></span>:
These are the main choke points of the map. Holding both means confining the aliens to 1 hive. They are extremely close to each other, so domination of both is fairly easy to achieve. Welding the vents is a must for both places. If holding Internal Access Corridors, remember to weld the vent from Temperature Control to Cargo hive
Holding Temperature control prevents access to Cargo hive from Equilibrium hive, and vice versa. Holding both temperature control and Internal Access Corridor effectively locks down Cargo hive, and makes access to Alpha hive from Equilibrium much more bothersome.
<u><b>Temperature Control</u></b>
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/TemperatureControl.jpg' border='0' alt='user posted image' />
This is a fairly simple place to lock down, but it works best with 1 marine on guard duty. Welded vents is a requirement.
<u><b>Internal Access Corridors</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/InternalAccessCorridors.jpg' border='0' alt='user posted image' />
The straight corridors here make it easy to lock down, and with plenty of other ways to do it besides this one. If not planning to elec, place turrets in the yellow circles, perhaps leaving out the 2 southmost turrets.
<span style='color:red'><u><b>Red</u></b></span>:
<u><b>Alpha Continuum siege point 1</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot1AlphaHive.jpg' border='0' alt='user posted image' />
This siege spot is very easy to defend, with 2 straight corridors leading to it. If you manage to get it up in there without having to weld the door, that eliminates 1 route to it.
<u><b>Alpha Continuum siege point 2</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot2AlphaHive.jpg' border='0' alt='user posted image' />
This siege spot is harder to defend than siege spot 1, but easier to access. Putting at least 1 marine at each of the yellow circles is advisable. Be careful when placing the sieges, as the sieges just BARELY reach the hive, so placing them just a few inches too far from the wall means they will not hit hive (!!!).
<u><b>Cargo Bay Delta siege point 1</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot1CargoHive.jpg' border='0' alt='user posted image' />
This siege point can be hard to defend, if you do not get some marines, preferably with mines, down to the yellow circle.
<u><b>Cargo Bay Delta siege point 2</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot2CargoHive.jpg' border='0' alt='user posted image' />
This siege spot is the singlemost difficult one to protect. It is very close to the hive itself and the spawn points are almost located on top of the sieges themselves. Spawning skulks end up on your face, which makes it extremely difficult to hold without plenty of mines. Besides, a sporing lerk and/or a fade or two can really ruin it in no time.
<u><b>Equilibrium Regulation siege point 1</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot1EquilibriumHive.jpg' border='0' alt='user posted image' />
Fairly simple siege spot, a corridor with a twist makes it rather easy to defend. However the ladder and higher area above it make for some grim ambushes unless at least 1 marine stays above and watches the rear.
<u><b>Equilibrium Regulation siege point 2</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot2EquilibriumHive.jpg' border='0' alt='user posted image' />
A straight corridor with a small opening above it, allowing lerks to spore or gorges to bile as they like. Keeping the lift up and having a GL for those lerks+biling gorges is preferable. Not the best siege point for Equilibrium. The breakable glass might buy your marines some time, but it is rather limited. All in all the worst siege spot for Equilibrium Regulation Hive.
<u><b>Equilibrium Regulation siege point 3</u></b>:
<img src='http://img.photobucket.com/albums/v244/WildChicken/Natural%20Selection/Ns_lost/SiegeSpot3Equilibriumhive.jpg' border='0' alt='user posted image' />
This point is the easiest to defend out of the 3, with a long corridor and a rather big room in the rear.
All in all, the map allows for some good JP rushes, which are to be preferred over HA on this one. All siege points have been tested and are working. Combat testing pending.
(Edited. Changed info about second cargo siege spot, 2nd Equi siege spot. Added important weldables and hive names to overview)
Comments
IMO go with the other spot all the time. You have height advantage and a smaller field of vission to cover.
That's my only critism. You got the temp tfac setup perfect, and the I-A Corridor idea is neat too. Haven't tried that yet tbh.
Equilibrium Regulation siege point 3 is amazing. Skulks just never seem to go that way. The weldable area is still useable if you place the siges as you have done, but it's still a little too close to the spawn area for comfort.
WD m8, nice guide, well commented, good screenies.
Edit: I really must stop using the ":P" smiley as a form of punctuation. I go over the limit (5) on 50% of my posts now...
40 views and no replies asside from mine. It's not easy making a guide, regardless of complexity. The last you could do would be to post "GJ", or some other sign of appreciation.
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