refinary improvements

clankill3rclankill3r Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
edited December 2012 in Ideas and Suggestions
I have been thinking and i came up with this.
<img src="https://dl.dropbox.com/u/17630770/forum_images/ns2/refinery_improved_01.png" border="0" class="linked-image" />

At the moment Falls Approach is hardly used, same for routing. The extractor at chasm is easy to devend for the aliens.
I think it would be an improvement to move that extractor to the unnamed room below it.
Also a new room, that connects fall approch to rooting would be nice. Notice how i also changed the vents there to force aliens to show themselves.

The floor of routing should be a bit higher then the new white room and the unnamed room above.

And as alst a small suggestion, at lava falls move one extractor to the other side of the wall. That will make it quite different to defend. I can imagine that in certain games a harvester will be next to a extractor.

I could explain a lot more why this would improve it but i suggest just look at the image and think about it for a while.

for people that want to draw changes as well, here's the link to the orignal image.
If you have suggestions to new vents, rooms or whatever, please do it in paint instead of words.
<a href="http://postimage.org/image/a9diy4ajj/" target="_blank">http://postimage.org/image/a9diy4ajj/</a>

Comments

  • DoppyDoppy Join Date: 2006-11-15 Member: 58624Members, Reinforced - Supporter
    Something definitely has to be done with Refinery.

    -Pipeworks is a bit too close to Flow Control.
    -There needs to be a connection from Flow Control to Routing.
    -Containment is such a poor hive location. That needs to be reworked.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125702&st=20&p=2041429&#entry2041429" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry2041429</a>

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Thanks for your input, everyone. It was an interesting read, and it's good to see some of the changes we've been considering echoed here.

    There are plenty of changes in the works to work towards fixing these problems and I'm going to try to have a new version by Christmas. There's no point in announcing changes before they've been through at least one playtest, in case they turn out to be unworkable. What I can say for certain is that there will be a new RT in the Exchange area, and the Transit route has been shortened. That Transit vent entrance will be moved as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited December 2012
    ck, you are one of the most incredible mappers! love your work in TS. RIP metro and gpc remakes.

    agreed on Falls Approach and Routing being underused. the RT placement in general of the map is quite poor. focusing all of the RTs on the bottom half of the map with double being accessible from the north end could end up turning the map into a reverse ns2_veil, though.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    That hallway next to falls is awfully close to smelting hive, gottah keep an eye on siege issues. Also maybe the "empty space" hallway into refinery should be removed and Lava falls needs a rework in general...
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    I really like the idea of that room in Falls Approach. Chasm RT will have to stay where it is though, as a new RT is probably going to be added somewhere in Empty Space.
  • iUsurperiUsurper Join Date: 2012-11-12 Member: 170108Members
    I had the same idea about Lava Falls with putting a node on either side of the wall, I think it would help quite a lot.

    I rarely ever use routing as a marine, only occasionally as aliens to rush into smelting so I feel that needs some looking at. Not too sure why the power node is there either, I don't see it as a good offensive position.
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    Those are excellent suggestions, all of them!
    I never before even realized there was a room called "Routing", that says enough about how underutilised it is. Your ideas fix that, and a lot of other issues (e.g. Marines have a hard time to get to Smelting).
    Let's see what UWE does with Refinery, might not be too different from your ideas (unless it's a much bigger rework).
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Just FYI, Exchange is getting an RT and Transit is being shortened.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    <!--quoteo(post=2043596:date=Dec 11 2012, 04:21 PM:name=include)--><div class='quotetop'>QUOTE (include @ Dec 11 2012, 04:21 PM) <a href="index.php?act=findpost&pid=2043596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just FYI, Exchange is getting an RT and Transit is being shortened.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Third post of this thread.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=2043607:date=Dec 11 2012, 09:34 AM:name=CrushaK)--><div class='quotetop'>QUOTE (CrushaK @ Dec 11 2012, 09:34 AM) <a href="index.php?act=findpost&pid=2043607"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Third post of this thread.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah. Thanks...typically I don't start spidering into multi-threads within threads.
  • TripleZeroTripleZero Join Date: 2012-11-06 Member: 167764Members, Reinforced - Shadow
    i would also love to have some goddamn power in empty space below pipeworks...
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