Double Res Or No?
A_Boojum_Snark
Join Date: 2003-09-07 Member: 20628Members
Today I started to think up a layout for my first NS map and I wanted to get some other peoples opinions on double res rooms. I'm kinda stuck in the middle on the subject so I thought I would ask all you what you think is good and bad about them.
(i posted here instead of Gen. Discussion cause I though people who look around here would give me more sane answers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
(i posted here instead of Gen. Discussion cause I though people who look around here would give me more sane answers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
Comments
It's up to you.
~ DarkATi
Also, I have been in quite a few game where one team focuses too much on the double res and lets the other team have control of the rest of the map. Especially Tanith and Bast. They are kind of a trap in my view.
As for not having a 2x res room, I say go with it. You don't NEED one in your map. Back in 1.04 hera and bast were the only maps that really had 2x res rooms. Eclips is one of the more popular maps, and it has never ever had a 2x res room.
But you are the mapper, its your call. People should respect your choice.
But 2 res nodes within siege range of each other, and with many vents connecting them, is good.
<!--QuoteBegin--@egis+Oct 12 2003, 09:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (@egis @ Oct 12 2003, 09:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Double res nodes are great fun and lead to varied and interesting tactics used on the map. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Such conflicting opinions
Technically if the engine can't see a hive or comm chair from the triple res area, it's under the guideline limit. I agree a triple res point would completely skew gameplay, though... NS Nothing used to have that 3 node cluster fairly close together on the east side, which was almost always the direction Marine expansion seemed to take once people had played the map for a while.
I really don't think the presense or absense of double resource areas is inherently a problem; the rest of the map's layout needs to be taken into account before a final judgement can be passed. If you only have 3 nodes away from start points and two of them are placed together, you've probably just make a major focal point on the map.
If the double res is harder to defend than other available resources, it's less likely to become a choke point. I believe that making the double res room a high risk area to balance the extra resource reward is something that should be done in most cases.
Caged -> Double
Tanith -> Double
Hera -> Double
Origin -> Double
Mineschaft -> Double
Veil -> Double
Lost -> No double ress.
Eclipse -> No double ress but a pure gem anyway. "Simple / single" is beautiful.
I agree with those who say double ress make teams focus on it ; you can balance that by placing them in a easy-to-handle-even-when-fortified area or by dropping more nodes over the map.
but I think to place single res nodes is much better. so both teams have to expand or they will be "res-outed" by the other team. also 1-2 resnodes should not too far from the marinestart and not too hard to defend. to balance the res nodes seems to be the most critical aspekt in natural selection mapping... even more critical than correct hive placement ^^
btw: nothing also has a double res node in some way. only the distance is between them is more than 4m XD
Well I could argue that Hera has two double res rooms: Holoroom and Processing. Depends how you define "double res". I mean one tf can cover both the nodes in Processing so I would tend to classify it as a double node. But others would disagree.
Of course, Processing is pretty much broken: 2 nodes can be taken and two hives can be seiged from there. Hopefully the hive part will change in a future update.
A double res node is the easiest way to achieve this, but there are plenty of other ways to create a "main feature" on your map, at a serious entity cost however.
Holding a certain location that creates map wide changes based on player actions is one possible method. A central control room that you have to weld you way into that has switches which allow you to lock certain doors, flood parts of the level or take out the lights somewhere is one example. A destrucable power station that causes parts of the station to blow up and cause blockages and/or kill people and structures is another.
I wouldn't recommend more than one "feature" on your map without careful thought about how you want people playing the game on your level. Giving people too many options can be sometimes be far worse than giving them too few...
I think double res rooms mean the mapper has to be a lot more careful with level design - it's possible to have a double res that doesn't become a focus for the game, but it's difficult. Also, the mid-game loss of a double node can often be a fulcrum it's nigh-impossible to come back from, which is very much a negative point since it leaves both teams playing out a game that's already been won.
Though if you have a hot spot dbl res, such as hera - accessable by at least 5 directions in 1.x, battles will be big there, but also alow sneak res builds/attacks on other nodes, while the battle rages on.
I don't much care for a dbl res, but if it will swing the game play to a side in the map that was losing, such as xeno has a massive advatage, i will place a dbl res close the tsa spawn.
In both my team play maps (see ns_edan for 1) there is a dbl res to combat the issues of rine ownage, becuase i made open halls, with almost no cover
In the end its up to you, your map, and the game play of it
amckern