If that map is of any size, you have some serious r-speed problems, especially from the top right resource node down diagonally to the bottom left <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Their is a very long line of sight down to the left hand hive, marines could really take advantage of that.
The single corridor linking all 3 hives is a very obvius bottleneck, if either side manages to fortifty that they've won the game in the first few minutes.
All the resource nodes (outside spwn rooms) seem to be on the marine side of the map, this seems a little unabalenced.
Why have the marine spawn at one end and the aliens at the other? That prolly won't be gameplay conducive...you could have the marines at one corner of the map and the aliens at the other 3, if you want to space out the aliens a little and move them in a little closer to the marines...if your map is squarish, that is
yes, the main problem I see is that the marines must only go in one main direction to all the hives, and then the pathway is rather easily defended. I feel some changes are in order.
Thank you for your insights.... Ill try to counter most of them with what you can't see on the layout:
The marines spawn at one side and the aliens at the other, yes, but you have to go back 2/3 through the map from one hive to be able to travel to a different one, thus abhearing to the mapping guidelines. Also, considering doors arent shown in this floorplan, im going to use lots of slow opening doors to regulates the maps flow.
About easily defended hallways: All halways will have at least one type of obstace that will make it hard to build in and defend, such as water, walls, conveyer belts, etc. this will also adress the "can see left/right hive from halfway across map" problem. The only places I will allow to be easily defended are the marine start and alien hives.
Resource nodes: I will make it easier for aliens to travel to the 3 hive rooms than marines, so it should equal out with essentially 3 resources near aliens and 3 near marines.
R-speed problems: I disagree, I dont think r-speeds will be an issue , but we shall see.
Here are a few of my proposed changes, note that the passages i added are not alien only, but the actual map <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
There should be at least 2 entrances to each hive (my edits) and i think you should have at least 7 nodes per map, it works out well with 7, 5 seems to small. Enjoy!
while I think those would look good generally, it would make it much easier to travel between hives. Instead of the required 2/3 map trek to go to a different hive, those would reduce it to 1/3 of map backtracking. Also, some of those resource points would give aliens an unfair advantage. So, im thinking of sticking with the orginal plan, although it will be easy to add those pathways if need be.
Exactly, thats why I disagreed with his change to my floorplan, it would A. make it easy for the alien menace to spread and B. make it to easyto assault all the hives at once.
Comments
The single corridor linking all 3 hives is a very obvius bottleneck, if either side manages to fortifty that they've won the game in the first few minutes.
All the resource nodes (outside spwn rooms) seem to be on the marine side of the map, this seems a little unabalenced.
The marines spawn at one side and the aliens at the other, yes, but you have to go back 2/3 through the map from one hive to be able to travel to a different one, thus abhearing to the mapping guidelines. Also, considering doors arent shown in this floorplan, im going to use lots of slow opening doors to regulates the maps flow.
About easily defended hallways: All halways will have at least one type of obstace that will make it hard to build in and defend, such as water, walls, conveyer belts, etc. this will also adress the "can see left/right hive from halfway across map" problem. The only places I will allow to be easily defended are the marine start and alien hives.
Resource nodes: I will make it easier for aliens to travel to the 3 hive rooms than marines, so it should equal out with essentially 3 resources near aliens and 3 near marines.
R-speed problems: I disagree, I dont think r-speeds will be an issue , but we shall see.
There should be at least 2 entrances to each hive (my edits) and i think you should have at least 7 nodes per map, it works out well with 7, 5 seems to small. Enjoy!
if the three hives are close lik ethat, with venting, couldnt the aliens quickly spread and reach 3 hives quickly, 3 resources nods quickly