Looking for some opinions on my basic map layout.

ShrimmShrimm Join Date: 2012-10-05 Member: 161652Members
edited March 2013 in Mapping
I'm looking for some insight on the viability of my map layout. I already have two rooms built, the marine start room and the RT room to the north of it. So those are the only two rooms that need to keep there current layout, the purpose of the rooms can still be changed though.
HyBaztL.png
the idea of this layout is to make the map similar to veil, but a little easier on pub play. By this I mean a few things; A more obvious expansion path, an easier 2nd hive for aliens, and a more balanced RT layout for pubs (basically more RT positions in favor of marines). I am not excluding competitive viability for the map though, so suggestions improving the gameplay for either is appreciated.

My ultimate goal, however, is to just make a map that's fun and playable. So I'm looking on suggestions on how to improve my layout. Any suggestion is appreciated, even full fledged redesigns.

I'm also looking to make my map have a very connected feel. Meaning rooms that can view each other but not interact with each other, stuff like that. To give an example of what I mean, here's some screenshots of the two rooms I've already set in stone; Marine start and the RT north of it. http://imgur.com/a/CGi1r


EDIT: forgot to mention, there will be vents I just haven't decided on them yet, that's why they're not in the picture.

Comments

  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Hai! That's an interesting circular layout, lacking the central connectivity we usually see. I wonder how that would play out. Two things stand out to me when I glance over the layout:

    1. The western alien hive can likely be sieged from the middle RT west of marine start without an immediate connection from that hive to the siege location so aliens can defend. Marines would likely be able to cover the arcs at that RT from inside marine start too, unless you break up LOS somehow.

    2. Marines look like they have fairly easy access to four RTs, and they might be able to cover those with arcs from marine start as well. I'm less certain of this one, as it's difficult to see the scale.

    Depending on how rough the layout is, both those points might not be valid, though. ;)
  • ShrimmShrimm Join Date: 2012-10-05 Member: 161652Members
    edited March 2013
    Hai! That's an interesting circular layout, lacking the central connectivity we usually see. I wonder how that would play out.

    Yeah I'm trying to go for something to make my map unique. Since near all of the current maps have the same general design layout, that being central connectivity, I figured I would try this out. My main concern is that the map won't have much in terms of strategy diversity. I'm thinking with gorge tunnels/phasegates and vents, once I get them laid out, will prevent stagnation though (hopefully). But yeah that's my main concern. The map could potentially be fun and well balanced but if it's strategically dilute then it won't hold much attention in the long term.


    1. The western alien hive can likely be sieged from the middle RT west of marine start without an immediate connection from that hive to the siege location so aliens can defend. Marines would likely be able to cover the arcs at that RT from inside marine start too, unless you break up LOS somehow.

    2. Marines look like they have fairly easy access to four RTs, and they might be able to cover those with arcs from marine start as well. I'm less certain of this one, as it's difficult to see the scale.

    Depending on how rough the layout is, both those points might not be valid, though. ;)

    ARCs could most definitely hit the western hive location! forgot all about ARCs /facepalm. The rooms were 192 inches (16 feet) apart. Anyone know the range of ARCs by chance? or is there a prop I can place down for an ARC range guide?


    Here's a slightly altered layout to avoid arc fire from 2+rooms away:
    yHGSOQj.png

    EDIT: The CC placement in the marine start in that picture is NOT going to be final. I did that a month ago and wasn't thinking about the implications of the tight quarters it's in. Also the RT room north of marine start is only visually connected despite how it looks in the picture. Haven't decided on where to put the RT there yet.
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold
    edited March 2013
    Hmm. It looks like a couple arcs in marine start could keep aliens from building in some of the RT rooms and most of the nearby hallways. This would leave few safe locations for a forward outpost.

    The same applies to observatories. They'd be capable of providing glimpses into nearby (but also far away) rooms and hallways from the relative safety of Marine Start.

    I'm not saying this is a bad thing; I like seeing maps that break the mold without necessarily being broken.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2013
    The aforementioned siege issues aside. I'm not a fan of the one way routes, marines in the middle could take serious advantage by setting up shop in the hallways/RT's in the in-between routes. basically cutting the aliens off from the rest of the map.

    Think pipeline on veil, where marines only have to hold system waypointing and cargo to stop the aliens. Only here it is basically both the north end the south techpoint that are in contested territory with the marines closer to all bases. There's simply too much base building opportunity for the marines to cut the cyst chains. Making it very hard for the aliens to ever get more then 2 Hives, heck I guess one extra Hive would be hard as well
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