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Discussion: Natural Selection / Natural Selection - General Discussion - trochus - Originally Posted by Agamemnon There's a reason that hives should never have only one exit.
  1. #16

    Yoshi MCF's Avatar

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    Re: trochus

    Quote Originally Posted by Agamemnon View Post
    There's a reason that hives should never have only one exit. After two games of aliens starting in station hive, and two easy marine victories from covering one room, I'd be perfectly happy never seeing this map again. I'm not opposed to new maps, and I'd be happy to see more on the server, but this one needs alot more thought put into balance factors before it will be playable. Normally I'd want to play a map considerably more before judging it, but this one just doesn't meet the minimum standard to be ready for testing.
    QFT. This map is several revisions away from playable.

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  3. #17

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    Re: trochus

    So its obvious this map is nowhere near playable, and Ag even says not even worthy of testing.

    I contend that the maker of this map needs testing because he has had no idea of these glaring issues, and we should give it to him. If you aren't feeling that charitable then don't, but it seems people like Ferris are giving specific points of feedback that will help the map become something good.

    I like the attention to detail in all the rooms especially the potential for marine and alien ambushing. The map itself is I agree too big and marine friendly but specific suggestions will help that. Like removing the middle room or adding a second hive exit.

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  5. #18


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    Re: trochus

    I didn't say not worthy of testing, I said not ready for testing. Before play-testing a map, you need to put in enough time on the design such that it's possible to have reasonable games on it to get the feedback you need to make it a good map. Trochus just isn't at the point yet where it's reasonable to start play-testing it. First, any game where aliens start in station you'll likely get no feedback other than "wow, this hive is terrible". Adding an exit towards centra should happen before any more testing is done on the map. Once that's done, it would be useful to take a look at how rt placement typically works on a map. On this map, you have four rts within easy running distance of marine start, rather than the usual 2 or 3. Meanwhile, aliens have very few viable nodes to go for. There are five nodes on the map that aliens could conceivably drop at some point during a game, compared to the usual six or seven. Imagine taking ns_veil and making west and topo both double nodes, while removing the existing double, and you get approximately the same res distribution.

    Basically, you have a map where marines are guaranteed to have a huge res advantage while aliens have an unusable hive, plus a 1/3 chance of an instant loss. These are conceptual problems that you can get just by looking at the map, well before you've played a single game on it. I look forward to trying this map once these problems have been solved.

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  7. #19

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    Re: trochus

    Quote Originally Posted by Agamemnon View Post
    Before play-testing a map, you need to put in enough time on the design such that it's possible to have reasonable games on it to get the feedback you need to make it a good map.
    Truer words were never spoken. If you have a map that is as horribly out of whack as this one is, the only feedback you're going to get is out of pure frustration by the players that lost and "wow this map rocks" from people who had the ridiculously easy win.

    This map would actually be relatively easy to fix if some certain KEY points were observed from other NS maps.

    -COVER COVER COVER! Structures, odd overhangs, boxes, all kinds of stuff. Not just for aliens, but marines as well. Every NS map that we play on has immense amounts of cover in places where fighting goes on with very few exceptions, and most of those exceptions have a specific explanation as to why (i.e. the area directly outside MS on tanith...MS is supposed to be a bunker and marines have to get out of the bunker and cross into the main facility, thus, open space. there's still a decent amount of cover and it only takes 2 seconds max to cross from MS into one of the three hallways.)

    -Everywhere has at least 2 exits. There are very few rooms, much less hives, that only have one exit. Actually, I cant really think of ANY off the top of my head other than the hive on trochus. Even the west node room on veil and PSJ on eclipse have 2 exits (1 main and one vent) and those are the tiniest rooms I can think of. Again, not just for aliens, but for marines. This gives the aliens escape routes and the marines more options for things like sieges.

    -Vents. Vents are tricky devils. They cant be too simple otherwise you get jp rushed every game. they cant be too complex or it takes too long to get anywhere. You have to find a decent balance of bumps, turns, map intersections, and obstacles (ladders, lights and such) to make them well-playable.

    -Lighting and shadows. This is a MUST for ns maps. If the whole map is bright, marines cant hide anywhere to ninja and aliens (cloaked or not) are given away by the slightest movement even in obscure places. If its too dark, marines cant see anything and get slaughtered by hiding aliens. You have to vary your lighting and include shadows.

    -Map layout. You cant run a map in straight lines. You have to have curves. Things need to seem like "whoever built this ship/station must have been on crack to put 'engine cooling' so far away from 'coolant tanks'." It gives the map depth and playability from both sides. It forces the teams to strategize, opens up options like chokepoints and siege spots. Mainly, it makes the map playable in a decent fashion because of the variation.

    Building a map is a very difficult task. We have a whole crew of guys from our own community who have been building one for months (i believe they took a hiatus from mapping out of sheer laziness for a while but are back at it now) and they have it broken down into pieces so no one person gets overwhelmed. The main impression I get from trochus is that it was made in a hurry with little or no feedback or internal testing before a public release was made. Why it was done that way, I couldnt tell you, but thats how it feels: unpolished and completely incomplete.

    I'd be willing to play new versions of the map for testing purposes only, but I wont play the map again in a real game until some vast improvements are made.

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  9. #20

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    Re: trochus

    A couple of specifics points I heard mentioned on the server, but not actually in the thread -

    o The lack of cover in the hives makes spawn-camping very easy.

    o The vents are all incredibly hard to get into because they have lips or other weird geometry issues.

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  11. #21

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    Re: trochus

    This map needs some something done to it.

    I was getting 5 to 15 fps in the match I just play on it.

    This was on both my laptop, (T60 with an x400) and my desktop( video card is a geforce 6600 gt) both have 1 gb of ram in it.

    Something is not right here.





    Current game name : |TG| Lost the Phantom Thief

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  13. #22

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    Re: trochus

    I'm going to concur that the map is complete garbage.

    I'd love to buy back the minutes of my life that I've wasted over the weekend on giving the map a chance... especially the captains game I captained on it.

    I do see that it has potential, but it is a LONG way from being play worthy.

    One other thing I'd like to point out is that I've played the map 4 times, total. 3 out of those 4 times, the aliens have started in the Station hive. This hive has to be the WORST hive ever created. Sure, people have to "change strategy" and "adjust", but the amount of adjustment needed for this hive/map to become playable isn't worth the time invested to figure out what would have to be done.

    I, for one, will be sure to leave the server the next time someone screams "Let's play captains on trochus." I don't think many people will disagree with that extremity.

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  15. #23

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    Re: trochus

    Ok ok, enough of the flaming of the poor map. People who've played it know that it is not really a great map as it stands atm, but what can we do about that? Shall we leave it on or is it a community choice to take it away till later verison of it are relased?

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  17. #24

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    Re: trochus

    Not sure what y'all can get out of this but the two times I played this map (one captains, one ansl match) I saw 2 alien wins and 2 marine wins (captains we 2-0'd yer mom's team and ansl Prevert 2-0'd Hydra). I saw the aliens play uber-agressive (tons of base rushing from the start) and lots of battle-gorging. Regardless, the map should not only have one viable strategy to winning (apparantly prevert 2-0'd every team they played, :-p).

    Cover is a big deal, there should be more crates for no other reason than balance. I like that suggestion - simple, easy to implement, majorly game fixing.

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  19. #25

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    Re: trochus

    It specifically needs more cover near some of the res nodes, and one of those nodes near marine start should slide towards the middle of the map. Add some better vent exits to Station Hive and the map would be at least playable.
    Darkilla: In short, NS is pretty much really fast chess. With guns.
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  21. #26

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    Re: trochus

    Quote Originally Posted by micr0c0sm View Post
    Not sure what y'all can get out of this but the two times I played this map (one captains, one ansl match) I saw 2 alien wins and 2 marine wins (captains we 2-0'd yer mom's team and ansl Prevert 2-0'd Hydra). I saw the aliens play uber-agressive (tons of base rushing from the start) and lots of battle-gorging. Regardless, the map should not only have one viable strategy to winning (apparantly prevert 2-0'd every team they played, :-p).

    Cover is a big deal, there should be more crates for no other reason than balance. I like that suggestion - simple, easy to implement, majorly game fixing.
    probably because they made the map

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  23. #27

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    Re: trochus

    Prevert 2-0's hydra on anymap....

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  25. #28

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    Re: trochus

    Quote Originally Posted by ChopStick
    Prevert 2-0's hydra on anymap....
    Its like tossing newborn babies in a ring with rabid hyenas: an exercise in futility.

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  27. #29


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    Re: trochus

    Quote Originally Posted by Ferris Bueller View Post
    Its like tossing newborn babies in a ring with rabid hyenas: an exercise in futility.
    Well, the problem there is obvious. The babies were duds. Re-arm and hope they explode next time.

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  29. #30


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    Re: trochus

    LOL flarfinuggin....

    <-- frofer

    but anyway..

    the map is far from being unbalanced. the observed marine bias due to the marines having 4 cappable RTs near their base is incorrect. if you take a second to look at every map you will notice that there are ALWAYS three or four res towers that are obviously marine res towers and can easily be capped from MS.

    there are plenty of ambush points. look around. be creative.

    the station hive does need more exits, and it will get them(this is what the map was tested for people). infact, **if i can convince maximus** the entire map will get a vent system similar to that of ns_nancy and ns_eclipse.

    --

    us winning had less to do with our making of the map and more to do with hydra's unconventional strats and lower skill level(than ours).

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