Favorite Hding Spots
Niteowl
Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">as skulk, where are YOUR huntin grounds?</div> this is kinda incomplete as i prefer to gorge, and do gorge 90 % of the time. although i do enjoy the odd rine face biting now and again.
yes, i know, alot of you will be like "i'm not gonna tell you!!" well, then don't post. i'll tell you mine. those that come off the top of my head anyways:
ns_eclipse
triad generator array (of course!)
high sunroof hallways leading to triad
entrance leading from triad to eclipse hive
horseshoe
vent under keyhole
ns_caged
high hallway leading from marine spawn into room that THEN
leads to sewer vestibule
pumping station
communications access
vent leading into marine spawn
aux generator
ns_nancy
aux generator [sic?] (the room between mess hall and no name
hive
mess hall
hallway and stairs from mess hall to room that leads eventually to
subspace
ns_bast
vent to rine spawn
vent in atmospheric processing
(hmm, must be more)
that's all i can think of at the moment, any of you great skulkers know of any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ?
yes, i know, alot of you will be like "i'm not gonna tell you!!" well, then don't post. i'll tell you mine. those that come off the top of my head anyways:
ns_eclipse
triad generator array (of course!)
high sunroof hallways leading to triad
entrance leading from triad to eclipse hive
horseshoe
vent under keyhole
ns_caged
high hallway leading from marine spawn into room that THEN
leads to sewer vestibule
pumping station
communications access
vent leading into marine spawn
aux generator
ns_nancy
aux generator [sic?] (the room between mess hall and no name
hive
mess hall
hallway and stairs from mess hall to room that leads eventually to
subspace
ns_bast
vent to rine spawn
vent in atmospheric processing
(hmm, must be more)
that's all i can think of at the moment, any of you great skulkers know of any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ?
Comments
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M.O.T.O.42
<span style='font-size:8pt;line-height:100%'>Marine: ****it Moto YOU ****ing idiot!
<span style='color:yellow'>Moto42: Who's the idiot? The skulk that's killed you 3 times with only 4 health left since the first time you showed up, or the marine that's fallen for the same trick 3 times in a row. You should look up more often.</span>
Marine: 4 health?! Your cheating!!
<span style='color:yellow'>Moto42: You pathetic little rambo, your aim is lousy and you didn't look up this time either. *racks up another kill*</span></span>
Not a hiding spot but you know on ns_nothing on the alien side of power silo, where there is a vent? Well when the marines have that hive i like to sit at the end of that hallway, then when the rine comes down the hallway i run around the corner, up the ladder, into the vent, and back around behind him. Works every time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
-maintenance corridor outside marine base. squeeze between pipes and ceiling. so dark that even with max gamma you will not be seen (provided you don't move around a lot or rotate the mouse)
-maintenance - such a huge height to this room, and plenty of pipes in the ceiling, in addition to a vent that's great for long-range parasiting
-general cargo storage - anywhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
-processing - no need to hide, just keep roving and you can flank marines sickeningly easily
-holoroom - on the ceilings, above the doorways
-hera entrance and reception - on the cieling. strafe around to avoid falling off. i don't camp the elevator anymore because a moron with a lobotomy knows to check that spot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<b>ns_eclipse:</b>
-station access/station access west/station access east/ the horseshoe/the keyhole/t-junction/south loop - this whole upper half of the map is unbelievably skulk friendly
-triad generator array has a huge ceiling littered with nooks to hide
-comp core hive - one of the "glass plates" with computer print on them can be walked thru and hidden behind. ascend the wall inside for an even better position <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
-maintenance access hive - under the grating. if marines have taken over this hive, i wait here for buddies. if any marines attempt to leave i eat them through the grating <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<b>ns_bast</b>
-docking bay 1 - the two openings to the vent under the elevator. i can sit here for extended periods of time, parasiting any marine that climbs down the ladders, or if they come one by one, i can get the drop on them and chew them apart, then return to the spot. the vent that opens above their base is too obvious a spot to hide.
-atmospheric processing - the ceiling has lots of pipes and is very dark. towards the "marine" side of this map there is a vent in the ceiling as well
-steam generator - very squarish room, meaning you can keep moving in full three dimensions when you attack and they will never hit you
-feedwater hive - if marines are incoming ill dive into the water and then submerge when i hear firing. when i hear reloading, i charge out and feast
-tram tunnel - death. don't get caught here as anything but lerk/fade if you can help it
-engine room hive has tons of vents surrounding it, making it a deathtrap for any careless marines
-Main aft junction (past rotary door) all the way at the port airlock. its a dead end, but dark and very few marines ever look here
-water treatment - hide under the grating and eat marines through it
-refinery hive - cling to the ceilings and dont leave them until you are right above your prey. tons of large objects to scale quickly when you need to retreat.
<b>ns_caged</b>
-main hold - the vent... god i love taht one. you can build D chambers inside it and camp there forever, even if they weld it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
-comms access - right behind the computers if i know marines are headed to stability monitoring
-stability monitoring - on the ceiling, in the vents, anywhere high up. pipes are great
-generator hive - under the walkway. once the marines have let their guard down you can rip them to pieces
-small pipe room - the vent, or squeeze in between a few pipes
-02893 hub access - dangerous place, dont be there
-freight elevator access - awesome place. short hallways make for great ambushes anywhere. in some places you can throw yourself off the side to get access to little nooks where you can hide and wait for marines
-shipping tunnel - incredibly skulk friendly with all the cover that marines cannot ascend. the door can be blocked with chambers to prevent marines from getting thru, but still allows kharaa passage
-ventilation system hive - pipes.. OMG the pipes! best place to hide
-pumping station 2 - when attacking here, switch between the top and bottom levels rapidly to throw the marines off balance. retreat to any of the four vents if threatened
-sewer hive - hide next to the draining pipe that hangs from the ceiling. if marines have built stuff on the grates, get under it and chew upwards
-sewer vestibule sublevel - use the walls and ceilings a LOT or else you will constantly find yourself dead here, especially in the room between the hive and the resource node. the room outside (closer to the marine start) is very skulk friendly. use the pipes, walls, and ceiling to your advantage
<b>ns_tanith:</b>
-Uplink Command - hide in the exterior access paths. grab onto the walls near the sky, or the gratings, and drop down on marines.
-Southern access corrider - has a fairly well-masked vent where you can pounce on marines
-external satellite relay - dangerous area. if they weld the connection to the satellite and blow open the alternate route, try as hard as you can to corner them in the small room
-satellite communications hive- not a skulk-friendly area. a marine can push himself into the computers in between the two entrances, meaning the second you walk in you will take fire from the front and sides if they have it. the only good feature is the vent
-chemical transport room - also dangerous for skulks. make good use of the vents in this area. there is one in the ceiling that few people know about that joins this room with reactor
-reactor room - the large reactors should give ample cover for you to flank marines. dive into the water and climb up to quickly hit marines on the other side, or dive in and get into the vent if you need to retreat
-west access corridor/western entrance/research labs - i don't like these places. there is very little cover and not many nooks. the only thing going for it is the minimal vent system
-waste handling - lots of altitude changes benefits skulks. get a drop on anyone from any entrance. don't forget to use the vents
-central access tunnels - murder for skulks. zero cover and a long path for marines to fire down. avoid this area unless you can get to the intersection safely
-storage entrance - the stairwell is a great ambush spot for marines.
-acidic solution processing - use the vent to get in and out of this room fast if the marines have this room
-cargo storage - excellent cover all around the entrances. if you get drawn out into the open, you'll soon be pronounced dead
-fusion reactor hive - use the broken beam if the marines are rushing this hive. use the crates, use the vents. not an easy hive to defend from siege since all areas around it are quite open
-computer control - tight area. a comm who knows about this area and a smart marine can siege both Satcom and Fusion from this one spot, so make sure to use its tight quarters to your advantage
i'm tired of typing now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> i might post more later, but have fun with these.
I like to hide:
ANYWHERE I DAMN WELL CAN! Virtually everywhere on NS_HERA, and vents in any other maps, and of course, on our dear onos's back. I just love killing my paralized prey. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Good way to distract or open the door for a fade maybe.