Going to make a Good siege map
Kittamaru
Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">Trying to perfect a classic</div>Yeah yeah, I know. It's SIEGE. OMGWTHBBQ HUH? No, this won't be your standard POS siege map with no lighting. I plan on this being an actual storyline siege.
I do need some info though-
what are good numbers of res nodes for either side? I don't want the game progressing TOO quickly, yet I don't want it going too slowly either. I don't want the classic "rines get HA/HMG and WTHpwn as soon as the door opens" thing going on. I want them to HAVE to use the siege room.
And I'm fixing what is perhaps the BIGGEST bug in any siege map- aliens will NOT be able to sit on the wall and heal from hiveheal+dc's. *GASP* Oh yeah, that's gone. And the siege room is not going to be some huge box either <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I could use some suggestions for backstory so I can do a good design- what should it be about? What should have happened to require such a drastic course of action?
I do need some info though-
what are good numbers of res nodes for either side? I don't want the game progressing TOO quickly, yet I don't want it going too slowly either. I don't want the classic "rines get HA/HMG and WTHpwn as soon as the door opens" thing going on. I want them to HAVE to use the siege room.
And I'm fixing what is perhaps the BIGGEST bug in any siege map- aliens will NOT be able to sit on the wall and heal from hiveheal+dc's. *GASP* Oh yeah, that's gone. And the siege room is not going to be some huge box either <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I could use some suggestions for backstory so I can do a good design- what should it be about? What should have happened to require such a drastic course of action?
Comments
However, due to a malfunction, caused by the infestation, cargo bay would reopen after close to 1 hour.
The TSA was immediatly called to exterminate the kharaa.
By the time they arrived in the docking bay(marine start), only 7 minutes remained.
The reinforced security door to Cargo Bay was located at the other side of the spaceship.
The Frontiersmen would have to move around the spaceship as the shortest hallway was locked down permanently (requiring an access code of a crew member to reopen, but the entire crew had been evacuated) during the alert sequence.
They would have to move quickly to the security door to prevent the infestation from spreading out of cargo bay.
If they fail to do so, their last chance would be the final security door to the secondary cargo bay, which would be hacked open by the TSA hacking commando after 17 minutes. From there, they can siege the cargo bay and exterminate the hives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I typed this down quickly, so mind the (possibly) bad english.
As you see, the marines would start in a docking bay, while the kharaa would start in a cargo bay.
[Siege Room]
--------------
[Open Space]
--------------
[Hives]
(and they wonder why I do worse in art than in science <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
Also, a good idea would be to remove the "siege" part of the siege map and instead make the siege room a place where the marines shoot down the hives. This would remove the camping with heavies in front of the door with HMG/Mines, blocking fades, GG, because 1 marine shooting a hive doesn't kill the hive as fast as 100 siege cannons.
Make the siege room door's hallways a little big for blocking reasons too (I really dislike losing or winning because of blocking).
BTW: I don't know if the no siege wall thing would be very good idea, because the fades will get shredded to pieces in there, but its worth a shot!
As for the siegeing scenario: Siege maps can be nice if you actually make a ship, not empty hallways (oh cool there are ramps!!!!!111). If you insist to make a jp room, make it look like an elevator shaft!
Aliens- upgrades and defenses / breaking down the door
Marines - reinforcing the door / upgrades and defense / getting into the siege location.
i hate it when all 3 hives go at once its silly. but i don't like siege maps though lol <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Do you have a copy of this map and/or can I get my hands on it to try it out?
Couldn't agree more
Correct, and it looks arther sexy
it doesnt depend ONLY on rts... main factor is when the door opens
for example herosiege... some res nodes are just reachable with marineladder/jp and some with jps
or weldsiege... enough rts but the door is always open = no hmg/gl + ha/jp rush
u ll have to test delay + rts.. maybe some additional rts can get after delay
and think about the number of rts at / near the base... rines wont stay for a long time without res... 4-6 at base should be a good value
but dont forget... more complex map = slower game... and dont forget that buildings are often spammed on siege maps = even slower
on high complex map u ll need much more vis blocker i think... think about how they can be used for balancing the map, before u finished everything else (it sucks to rebuild maps cause of forgotten thinks) <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />