ns_machina_beta2 opinions & criticisms
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Please contribute!</div>With the imminent release of beta 2, also comes an imminent update to ns_machina.
The map is still beta.
The next update will be final, so if you have a problem, TELL ME! If I don't get feedback then I will assume that the build is suitable for a final release, and I know many people dislike the map for some reason or another.
I don't pretend to be able to cater to every flavour of player, but all the same I want feedback; good or bad. I know some people have been 'polite' and refrained from commenting - this is counter-productive and doesn't help me <i>at all</i>.
There were many good replies in the last machina thread, I hope this time around we will see many and more!
<div align="center"> <!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto--><!--coloro:green--><span style="color:green"><!--/coloro-->Enjoy.<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></div>
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->
BETA 2 Changelog:
= Fixed =
- Fixed readyroom bug.
- Fixed sunlight in Tau Ceti
- Fixed dropping problems for commander in Tau Ceti.
- Fixed sinking behind hive in Mausoleum, by making it unbuildable on the transparent infestation.
- Fixed some commander view irregularities.
- Fixed not being able to leap from The Pit floor.
- Fixed various stuck points.
- Fixed being able to walk/jump along the edge of Circumn
= Added =
- Added vent from Mausoleum hive to Turning Point, to Otherside.
- Added ledges to the base of two 'chutes' - one from Maus, one from Turning Point.
- Added ledges along the edge of the chasm in Crater to act as a safety net for fades & jetpackers.
- Added a very minor vent system to Marine Start.
- Added infestation to Mausoleum hive, intended to provide camoflauge/cover for aliens.
- Added a ladder to The Pit from which players can jump into the vent there, allowing them to cross to Southern Shell over the chasm.
- Added a large grating across the chasm in Crater, from one chute exit to a vent entrance to The Pit. Essentially is a vent from Southern Shell to The Pit, but can also be considered a path in its own right (if a very precarious one).
- Added weld to The Pit. Marines can now make the two pillars descend into the floor for better room coverage.
- Many ladders introduced allowing floor-bound aliens to access the vents in hives.
- Added some blocking architecture to the marine start in an effort to reduce fade/lerk dominance.
= Removed and/or Replaced =
- Removed pit beneath Imine Falls, replaced with water
- Removed a path in The Pit area, to simplify.
- Removed lift in Crater, and cut off the walkway before reaching the Destroyer.
- Replaced lift to The Pit (from Snakes Body) with a large slope.
= Cosmetic =
- Made cosmetic changes to Crater South - Destroyer.
- Detailed Turning Point, The Approach, Southern Shell, and Otherside.
- Slight visual addition to Circumn.
- Made some cosmetic changes to Angels Grave
= Miscellaneous =
- The two-part bar door will now kill anyone who blocks it.
- Enlarged minimap (thanks JazzX)
- Rotating lift has been replaced with a more stable train-lift.
- Northern Shell's lighting has been somewhat redone for better visibility. Still a WIP.
- Redirected vent from Ceti Noon to The Pit - now goes from Ceti Noon to Barren.
- Expanded Tau Ceti.
- Opened up a wall between Snakes Tail and Central Node Descent
Full versioned changelog between beta 1 and 2: <a href="http://www.archwolf.net/merkaba/machina" target="_blank">http://www.archwolf.net/merkaba/machina</a>
<!--sizec--></span><!--/sizec-->
The map is still beta.
The next update will be final, so if you have a problem, TELL ME! If I don't get feedback then I will assume that the build is suitable for a final release, and I know many people dislike the map for some reason or another.
I don't pretend to be able to cater to every flavour of player, but all the same I want feedback; good or bad. I know some people have been 'polite' and refrained from commenting - this is counter-productive and doesn't help me <i>at all</i>.
There were many good replies in the last machina thread, I hope this time around we will see many and more!
<div align="center"> <!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto--><!--coloro:green--><span style="color:green"><!--/coloro-->Enjoy.<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--></div>
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->
BETA 2 Changelog:
= Fixed =
- Fixed readyroom bug.
- Fixed sunlight in Tau Ceti
- Fixed dropping problems for commander in Tau Ceti.
- Fixed sinking behind hive in Mausoleum, by making it unbuildable on the transparent infestation.
- Fixed some commander view irregularities.
- Fixed not being able to leap from The Pit floor.
- Fixed various stuck points.
- Fixed being able to walk/jump along the edge of Circumn
= Added =
- Added vent from Mausoleum hive to Turning Point, to Otherside.
- Added ledges to the base of two 'chutes' - one from Maus, one from Turning Point.
- Added ledges along the edge of the chasm in Crater to act as a safety net for fades & jetpackers.
- Added a very minor vent system to Marine Start.
- Added infestation to Mausoleum hive, intended to provide camoflauge/cover for aliens.
- Added a ladder to The Pit from which players can jump into the vent there, allowing them to cross to Southern Shell over the chasm.
- Added a large grating across the chasm in Crater, from one chute exit to a vent entrance to The Pit. Essentially is a vent from Southern Shell to The Pit, but can also be considered a path in its own right (if a very precarious one).
- Added weld to The Pit. Marines can now make the two pillars descend into the floor for better room coverage.
- Many ladders introduced allowing floor-bound aliens to access the vents in hives.
- Added some blocking architecture to the marine start in an effort to reduce fade/lerk dominance.
= Removed and/or Replaced =
- Removed pit beneath Imine Falls, replaced with water
- Removed a path in The Pit area, to simplify.
- Removed lift in Crater, and cut off the walkway before reaching the Destroyer.
- Replaced lift to The Pit (from Snakes Body) with a large slope.
= Cosmetic =
- Made cosmetic changes to Crater South - Destroyer.
- Detailed Turning Point, The Approach, Southern Shell, and Otherside.
- Slight visual addition to Circumn.
- Made some cosmetic changes to Angels Grave
= Miscellaneous =
- The two-part bar door will now kill anyone who blocks it.
- Enlarged minimap (thanks JazzX)
- Rotating lift has been replaced with a more stable train-lift.
- Northern Shell's lighting has been somewhat redone for better visibility. Still a WIP.
- Redirected vent from Ceti Noon to The Pit - now goes from Ceti Noon to Barren.
- Expanded Tau Ceti.
- Opened up a wall between Snakes Tail and Central Node Descent
Full versioned changelog between beta 1 and 2: <a href="http://www.archwolf.net/merkaba/machina" target="_blank">http://www.archwolf.net/merkaba/machina</a>
<!--sizec--></span><!--/sizec-->
Comments
That said, sometimes a good kicking really does help. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
- Shockwave
I'll run through the map tomorrow and point out specific points where it could be improved, but until then, I myself have a problem with the infestation. It's not subtle at all, one moment you're in a perfectly normal part of the base, and you can literally see where the infestation starts and ends. A little more subtlety in the metal -> infestation transition.
Also, there are a bunch of oddly aligned brushes and places where it looks like you forgot to put a texture. And I think that some of your architecture (not layout, that's one thing I'm not a good judge of <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />) could benefit from some simplification without significantly deducting from the uniquness of the map, which I am admitedly a fan of. But again, I'll save the run through for tomorrow.
machina is the extract opposite to maps like veil and eclipse, which are basically just straight halls without any structural details.
Keep up the good work =)
- Garo
<!--coloro:#3366FF--><span style="color:#3366FF"><!--/coloro-->General Map Comments<!--colorc--></span><!--/colorc-->
Marine Start:
- not very marine friendly, especially against lerks that can hide out around relocation
Relocation:
- the bottom part of the moving platform clips into the wall. This is ugly, maybe you should make some kind of groove in the wall for the arm to move in.
Crater:
- probably the most alien biased part of the map, very irritating against lerks and skulks.
- this is especially true if Mausoleum Hive is alien controlled, which provides a quick healing area for lerks.
Mausoleum Hive:
- needs better transition going from infested to not infested. For example, look at some of the ladders/ramps leading out of the hive. Make the changes more gradual.
<a href="http://img299.imageshack.us/my.php?image=mausoleumtransitiontj8.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/5977/mausoleumtransitiontj8.th.jpg" border="0" alt="IPB Image" /></a>
Other parts of the map include long corridors which make alien mobility very risky in the early stages of the game. It's nice that skulks are able to hide in many places, but they also need to move around. More obstacles or vent systems may be needed in open areas or corridors.
<!--coloro:#3366FF--><span style="color:#3366FF"><!--/coloro-->Questionable Siege Spots<!--colorc--></span><!--/colorc-->
<a href="http://img443.imageshack.us/my.php?image=siegesdp5.jpg" target="_blank"><img src="http://img443.imageshack.us/img443/5028/siegesdp5.th.jpg" border="0" alt="IPB Image" /></a>
1. Mausoleum Hive
- This spot is too easy to defend. It needs an extra vent or less open space.
2. Angel's Grave
- Below the hive, through the tight vent that expands into an area with water. Build the sieges into the vent. Relatively easy to defend.
<!--coloro:#3366FF--><span style="color:#3366FF"><!--/coloro-->Exploits<!--colorc--></span><!--/colorc-->
1. The moving platform in relocation can be broken by placing DCs near the wall on the bottom arm.
<a href="http://img443.imageshack.us/my.php?image=reloc1wl8.jpg" target="_blank"><img src="http://img443.imageshack.us/img443/49/reloc1wl8.th.jpg" border="0" alt="IPB Image" /></a>
2. In the Mausoleum Hive, chambers can be sunk through the floor behind the hive.
<a href="http://img405.imageshack.us/my.php?image=mausoleumexploitzx3.jpg" target="_blank"><img src="http://img405.imageshack.us/img405/6322/mausoleumexploitzx3.th.jpg" border="0" alt="IPB Image" /></a>
<!--coloro:#3366FF--><span style="color:#3366FF"><!--/coloro-->Tons of Brushes Sticking Out<!--colorc--></span><!--/colorc-->
Some screenshots:
<a href="http://img393.imageshack.us/my.php?image=centereastbrushpr2.jpg" target="_blank"><img src="http://img393.imageshack.us/img393/8709/centereastbrushpr2.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img406.imageshack.us/my.php?image=anotherventstuckwh6.jpg" target="_blank"><img src="http://img406.imageshack.us/img406/2572/anotherventstuckwh6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img299.imageshack.us/my.php?image=thepitbrushpu8.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/3413/thepitbrushpu8.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img299.imageshack.us/my.php?image=ventstuckpointkq5.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/1326/ventstuckpointkq5.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img299.imageshack.us/my.php?image=ventstuckpointview2qc6.jpg" target="_blank"><img src="http://img299.imageshack.us/img299/7929/ventstuckpointview2qc6.th.jpg" border="0" alt="IPB Image" /></a>
- the water in northern shell/routing really looks weird. It shows up as pitch black on my screen (I thought it was missed textures until I walked on it and heard water sound)
- turning point. Amazing. Beautiful multi level action with a few vents makde for some torrent battles there
- the vent network is amazing. What balances this out somewhat is marines can access many of them with ladders. Really opens the strategy doors
- little use of the walkway. With it being cut off at the end now, it really just is a longer route to reach each side of the map. With no node or strategical advantage, the walkway was never used unless marines had jetpacks and were accessing the vents under the walkway
- Connectivity of the map is insane. Little holes and rooms connecting again made for some really exciting battles as the battle flowed almost from room to room as each side tried to gain an advantage
- the airlock door. Sigh, I love it so much, but the instant kill showed a big problem. An onos was trying to go through, we spammed the button, it died. Quickly. Most other alien races can just use the vent above (good addition), but the Onos has an unhealthy time using the airlock. Really don't have a solution as I love it too much
- vents could in general use a few more lights. My monitor is dark and some corners of vents are pitch black so I have to spin around some trying to find out which way to turn. Dont need to be fullbright, just a glow to show me which is wall and which isn't <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
That should be it for now, Im still wondering if this will become an alien biased map, but Im holding out hope.
Crater:
- probably the most alien biased part of the map, very irritating against lerks and skulks.
- this is especially true if Mausoleum Hive is alien controlled, which provides a quick healing area for lerks.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's the big crater right? I would leave it as is. I just performed an amazing JP rush with the whole team the other day from marine start onto that platform, then into maus hive, the aliens never saw it coming. It was beautiful to watch as comm too.
<a href="http://www.tacticalsites.com/~aeroripper/1.avi" target="_blank">The Approach</a>
<a href="http://www.tacticalsites.com/~aeroripper/2.avi" target="_blank">Tau Ceti Doubleback</a>
I can't recall having a huge problem with lerks\skulks in the pit, but mostly because a lot of the fighting didn't take place there. I'd imagine that area should be a little risky for marines, but that's part of its uniqueness. I see the area more as a transit point rather than a choke point.
----------------
Cosmetic\level changes:
-The back of maus hive needs some work, as it looks kind of unfinished right now IMO. Maybe find some way to complete it or add a vent or something out to the pit or another part of that area.
- At least in my own opinion, I still feel that big landing platform outside maus hive (down that slide) could use some more lighting. I thinking more along the lines of landing pad on hera. This lighting theme could also apply to the other platform in the same area for consistency.
- The big brush 'cut' in Angel's Grave hive looks a little rough. I'm talking about the one right in the middle of the hive room then leads to a vent that ends in imine falls. It looks like it could use some more detail there, but its nothing more than a cosmetic change.
Exploits\glitches:
- There is a big problem for Onos in Angel's Grave hive. When an onos MCs in, it gets stuck in the light fixture. It is impossible for him to /stuck himself out as well. The only solution is to kill himself in console, or be killed. I've seen this happen quite a few times now.
<img src="http://img71.imageshack.us/img71/1479/onosstuckuj8.jpg" border="0" alt="IPB Image" />
- If you sit in this vent overlook the big pit, there is a leak (?) from this distance:
<img src="http://img71.imageshack.us/img71/3355/pitleakyn7.jpg" border="0" alt="IPB Image" />
The giant pit is just fine right now I think, outside of maybe some more interesting lighting done on the platforms to draw attention to them. That and the readyroom <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
It is the most ###### amazingly beautiful piece of art I have ever had the good fortune to imbibe. I don't want you to mis-interpret that in away way: I just came, and came and came again and again. It's so damn incredible what you've made in the clunky old half life 1 engine. Brushwork is ###### perfection. There's not a right angle in sight in any rooms at all. ever. and it flows so wonderfully and the lighting is like photon sex. over and over again. The crater is unbelievable. The circumn is a sphere of pure awesome then... you can weld the bridge out AND there's a river of blue lightning down below.
And it's all the same map! how you managed to get all of that visually orgasmic joy into one file I do not know but I ###### love it. Over and over again. Brilliant work.
That's the big crater right? I would leave it as is. I just performed an amazing JP rush with the whole team the other day from marine start onto that platform, then into maus hive, the aliens never saw it coming. It was beautiful to watch as comm too.
<a href="http://www.tacticalsites.com/~aeroripper/1.avi" target="_blank">The Approach</a>
<a href="http://www.tacticalsites.com/~aeroripper/1.avi" target="_blank">Tau Ceti Doubleback</a>
I can't recall having a huge problem with lerks\skulks in the pit, but mostly because a lot of the fighting didn't take place there. I'd imagine that area should be a little risky for marines, but that's part of its uniqueness. I see the area more as a transit point rather than a choke point.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, what you just stated adds to my point that it is an unbalanced part of the map. If it is used in early game, aliens have a huge advantage. If you get JPS, which is pretty likely in the current 3.2 beta, the pit then becomes an almost direct route straight into the Mausoleum hive. Unique or not, it isn't a balanced part of the map.
That big eyeball thing with the resource node in the middle. That's just pure coolness. However I would extend the trigger_hurt to cover the energy streaming from the bottom. That looks quite deadly to anything. Currently skulks can walk though it to no ill effect.
I never got a chance to actually play a game on the map, only fly/crawl around on my lonesome. Can't wait to get a proper game happening.
--Scythe--
<!--QuoteEnd--></div><!--QuoteEEnd-->
Now that's what I call results.
<a href="http://imagesocket.com/view/halflife008cb.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife008cb.png" border="0" alt="IPB Image" /></a>
That looks kind of odd. It feels like you're missing a 'step' texture there.
<a href="http://imagesocket.com/view/halflife01b9f.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife01b9f.png" border="0" alt="IPB Image" /></a>
Missed another 'step' texture there too.
<a href="http://imagesocket.com/view/halflife020d2.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife020d2.png" border="0" alt="IPB Image" /></a>
Whoops, rotation is messed up.
<a href="http://imagesocket.com/view/halflife03deb.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife03deb.png" border="0" alt="IPB Image" /></a>
This is an example of the lack of transition infestation.
<a href="http://imagesocket.com/view/halflife044c6.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife044c6.png" border="0" alt="IPB Image" /></a>
I dont even know what's going on here, but it looks ugly.
<a href="http://imagesocket.com/view/halflife0593f.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife0593f.png" border="0" alt="IPB Image" /></a>
Stray brush. Should be obvious.
<a href="http://imagesocket.com/view/halflife063ef.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife063ef.png" border="0" alt="IPB Image" /></a>
This is just personal preferance, but I think you ought to make these stairs a little more obvious. They just look a bit drab right now
<a href="http://imagesocket.com/view/halflife07667.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife07667.png" border="0" alt="IPB Image" /></a>
Whoops. Missed the texture on the side of this button.
There are a couple of things you ought to look at as well, such as the "cool door" at A&D, and the circular lift. Both of these areas love to kill onos, and need to be tweaked appropriately.
EDIT: Two more
<a href="http://imagesocket.com/view/halflife082f0.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife082f0.png" border="0" alt="IPB Image" /></a>
HOM in opened door. Not cool.
<a href="http://imagesocket.com/view/halflife09d2e.png" target="_blank"><img src="http://content.imagesocket.com/thumbs/halflife09d2e.png" border="0" alt="IPB Image" /></a>
Another case of "hrm, maybe you can spruse up these stairs..."
I am requiring balancing feedback until then, observations of how games play out and possible problems that reoccur and could be fixed with some alterations to the map. How many people think the map is fun enough to play and doesn't implicitly need improving?
I am requiring balancing feedback until then, observations of how games play out and possible problems that reoccur and could be fixed with some alterations to the map.<!--QuoteEnd--></div><!--QuoteEEnd-->
All right then. Personaly, I haven't played enough serious games to tell one way or another, it's a fun map for sure, but the major complaint I hear, beside the pit (which is a silly complaint, really) are the two onos deathtraps, namely the elevator by marine start and the elaborate door. Fix those two, and you'll have my eterntal gratitude.
I've fixed most of the texture issues that people have pointed out so far.
I have also added 2 more ladders out of the water in Imine Falls (so you don't have to walk aaalllll the way to one end just to get out).
I have replaced the ghastly red lights on the ledges in Crater with blue ones.
I have made the grating across the chasm in Crater wider.
I have redone Northern Shell slightly - nothing big, just looks nicer and more easily navigatable.
I have tried to adopt a 'walkway texture leads everywhere' approach - something that I started doing in a half-assed sort of way after a fellow mapper suggested it (was it Kouji?) but neglected to realise just how valuable this is in instructing players as to which ways to go.
I have, probably, removed the siege spot in Imine Falls. I sunk the platform there into the water.
I have made the floor texture in The Pit and Marine Start much less dark & complex.
To do:
Consider putting some sort of signpost system into the map
Fix the 'cool door'.
See if there is anything else I can do to the moving lift to make it less annoying.
'Smooth out' the map.
<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<b>Attention</b>:
If anyone has any WELDABLE suggestions, let me know! I am keen to put more in around the map. Imaginative & wild ideas welcome! The basic rule of thumb is, the weld should help marines somewhat and never offer chances of inhibiting them. GO!
The only thing I've noticed so far ist the ready room...
Most time the map switches to machina you hear screams of "omg. whats THAT!?"
Maybe create a nicer RR to prevent people switching the map?
I'll think about a few weldable thingys ;p
I think, once people get used to it, it will be a good/fun map to play on. Just need to still learn it. ><
And, I don't care what you say here, but you named "Crater South - Destroyer" after me and you know it. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Don't worry, it's not.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, why then? Merkaba is asking for feedback here to make his map better. Sadly I don't play competative, so maybe you can help tell us why the map is so poor for it?
I'm currently looking at the siege spot outside Maus hive that was <a href="http://img443.imageshack.us/my.php?image=siegesdp5.jpg" target="_blank">highlighted earlier</a>. Does this need fixing? How would be best to do it?
The difficult way is to make that elbow (where the sieges are sitting) out of reach of the hive for sieging.
Easier way would be to put a vent at that elbow, in the red region as indicated in the picture.
That spot would be a big problem if the growing second hive was being sieged. If the first hive is Angel, a growing Maus hive is pretty inaccessible without teleporting to it. Maybe connecting the vent on the left to go over that corridor and combining it with the previously suggested vent would work.
Re: the siege, how about removing that elbow-corridor entirely and knocking down the wall above it where that slim vent is?
<a href="http://img266.imageshack.us/my.php?image=tempzx4.jpg" target="_blank"><img src="http://img266.imageshack.us/img266/8597/tempzx4.th.jpg" border="0" alt="IPB Image" /></a>
Purple lines = corridors/normal game space, and the vents are in green.
If anyone has any WELDABLE suggestions, let me know! I am keen to put more in around the map. Imaginative & wild ideas welcome! The basic rule of thumb is, the weld should help marines somewhat and never offer chances of inhibiting them. GO!<!--QuoteEnd--></div><!--QuoteEEnd-->
What about a weldable for those two red vents that connect tau ceti hive to the siege spot there (by the airlock). It's insanely difficult to siege there if the alien team has enough coordination to have a lerk to spore them from relatively safety high up in those vents.
<img src="http://img413.imageshack.us/img413/2705/machinaweldje0.jpg" border="0" alt="IPB Image" />
You could make it a long weld since it would make it significantly harder for aliens to bile bomb\gas from that siege spot.
<img src="http://img213.imageshack.us/img213/8246/machinaweld2qa9.jpg" border="0" alt="IPB Image" />
Add a weldable to the middle of this grating, and make it a long one, but once its done it will close a big, slow moving door at the bottom of the gorge slide and cutting off that entrance from the pit. The 'door area' itself could be redesigned some to incorporate a large door easier, while looking good. Possible 'door closing' lights could activate as its closing. It would be fairly precarious for a lone marine to stand out on that ledge and weld, being fairly undefended (although that would be a cool feeling <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />).
Although, with such a cool weldable as that would be, I wonder if it would hurt marines more than help them. It would prevent the marine start > maus hive jetpack rush, but, it would also cut off easy access to marine base and all the other exits that the pit leads to for the aliens.
Alternatively, you could add it to this area overlooking the pit\grating, but still beind able to see the results of the weld. This would be less precarious for marines.
<img src="http://img248.imageshack.us/img248/6540/machinaweld3hw0.jpg" border="0" alt="IPB Image" />
This might be the best looking visual spot for a little control panel\weldable thing, that and it gives this little platform some significance.
<img src="http://img208.imageshack.us/img208/6510/machinaweld5py4.jpg" border="0" alt="IPB Image" />
Well, why then? Merkaba is asking for feedback here to make his map better. Sadly I don't play competative, so maybe you can help tell us why the map is so poor for it?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Long story short, the pit's of death make fading a luck game rather then a skill game.
I demand that Circumn be a legit RT that no one can build.