Map looks nice. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> I'm still trying to get someone to make a layout for me. If u need any help on making this map i'll be glad to help u. I'd like to help u make this map if u wouldn't mind, cause i want to make a map, its just that it takes awhile to make, and i think two of us working on it would be alot faster. Unless u want to make it on your own, dats fine. Just let me know.
The top right and bottom hives are very vulnerable to siege cannon attacks. I don't like dead ends and you have several in this map (even if the do have resource nodes).
I agree with ChromeAngel here, the bottom Hive can be blasted away just from the Marines base with a siege tank. I also think it needs more vents, or hidden passage ways. The aliens need all they can get against the Marines. But other then those few mistakes it think it looks fine. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Siege Cannons are ranged, they can only attack so far.
The thing that caught my eye is the bottom right side. The r_speeds might be a bit high. Some turns, obviously <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
To answer the subject of the seige cannons for the bottom hive, those long corridors are sloped downward. they will be sloped more than the height of the ceiling, so the seige cannons shouldn't be too much of a problem. as for the dead-ends, i assume you're speaking of the resource nodes in the marine spawn, the upper left hive, and the one between lower hive and marine spawn. i can see why you might not like the third mentioned, but the other two don't seem to be a problem. however, i will definetly shorten the length of the marine corridor to the resource node. and i think i will add some more vents, and have some of them connect. btw, the very top 'lift' is really a train-type-thingy. it's more of a mono-rail sort of thing. for the lower right r_speeds, if you really think that will be a problem i will put some more walls in to help r_speeds out a bit.
That map is much clearer. You will need to watch the r_speeds in the big bttom-right room, the pits could make them rocket. I might be too easy for the aliens to spike the CC from the vent.
Unless you redesign or rearrange things a bit, the initial marine resource tower is going to spawn at the node above and to the left of the CC, since it's closer to the CC.
Just one thought, the resource point that end a long hallway just left of the marine base, looks like its going to be very easydefendable for the marines. They can just set up a siegecannon in their base and the aliens wont be able to build there.
Aight, I'll have these changes out sometime tonight. Should be the way ya'll like it. Keep giving suggestions. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Comments
The thing that caught my eye is the bottom right side. The r_speeds might be a bit high. Some turns, obviously <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
anything else that needs tweaking?
Belg
might scan in a few of my map sketches... keep your eye out.
Other than that the layout looks nice.