NS_AYUMI
I. Intro
Ayumi, ayumi... a map that seems to be frowned upon within the NS community. Most of the complaints I pick up on is that it is a hard map for the aliens, especially in the latter game when upper life-forms begin to appear and when those hives are going up. Reason being that the design of the map is real unfriendly to Lerks and Fades. Instead of having several "rooms" that have control of the map, the map is almost one continuous hallway aside from the hives. There are barely any high spots for lerks to fly with, the only spots being Pressure and AE-35 hives, and if you've got marines in there you've got trouble already. With the hallways having low ceilings, jagged sidings, jagged corners, and a lot of corners, they become a death trap for the lerks and fades.
So what does this all mean to you as a commander, or as an alien? Early game on this map is real important. Some maps allow you to wait til 3-4 minutes before you see real action, but this is a map that needs to be a rush map. If aliens can do a rush on marine start early in the game, you should. Once marines tech, its relatively easy for them to drop a PG somewhere on the map and hit a hive. Now as a commander, you need to focus on node control and a somewhat early defense. PG placement is real important on this map, and having an almost offensive-defense is in my opinion the way to go. Latter in this guide I'll show you the weld points and important control spots on the map.
II. Base
Here is my base setup, the reasoning behind it can be explained with the first guide with the first post on this thread. Keep your structures against walls and corners so that the alien always has their back or side to you incase you jump out or a marine spawns in. Again, like I said before, always try and enter your Commander Chair facing your structures so you can hop out and they will already be in your sights. I also like to jump in with my pistol out.
Here you see I have my Obs way back in the corner near the node. If their hive is Hama or AE-35 it'll pick up on incoming aliens sooner since its placed farther away from the rest of your base, and its also far enough away and visible to not pose too much of a threat if a skulk hits it.
III. Pressure Hive
Pressure hive appears to me as one of the hardest hives to siege, but it is also one of the worst hives to start off with as aliens. If you go down this post and look at my weld/pg placement picture, you'd notice that if you have all the weld points near Pressure welded up, it keeps them in their hive with no where to go. All you have to do is hold Cold Turn and Power Access III and you've got control of 7 other nodes on the map. Thats a recipe for an easy win.
Siege Spot 1
In the event that you do have to siege this hive, good luck. Unless you put a TF up in that middle hallway of the hive you're only gonna be able to hit the hive from these two spots. You're going to have to be aware of the vents surrounding this hive; and you're gonna have to let your marines be on the defense with this siege spot.
Siege Spot 2
This is pretty much a replay on of the first siege spot just on the other side. If you're coming from Cold turn, this should be easier to set up. This section of the map has a ceiling thats a bit higher than anywhere else, so if there is any part of this map where a lerk will be real helpful, its here.
Spawn Spots
As you can tell, this hive is relatively easy to spawn camp, if you can have your rines chill near the pressure node and sit with their guns out down the hallway you shouldn't have a problem keeping about half of the spawns covered. Consider a Gl too, anyone with the GL will love this hive. Remember about the 5 spawn spots up top though, and from there they can run up and get into that vent access that goes towards Cold Turn.
IV. Hamasaki Hive
"GET TO THE HAMA!" Is what comes to mind, (if you didn't get it, don't worry, I don't think its funny.) But this is the kind of mentality you should have with the hive. I think this is one of the strongest hives for the aliens to start off with. It aids with controlling the marine's coverage of the map, and your only worry (as an alien) would be to secure your second hive and keep your life-forms alive. Its also hell for marines to do that infamous, "Relocate to Cold Turn!." aaaaaand you've got two close nodes. So yes, in my opinion getting phases up at both hives and hitting Eastern or Cold Turn hard should be your focus with this starting hive.
Siege Spot 1a
If Hamasaki is the hive you're gonna hit, and they happen to have two hives I would suggest this formation. Since bile bomb can make this all fall apart and they might have a lerk... trying to stay back as much as you can with your sieges and keeping your marines up-front might be the better tactic. However...
Siege Spot 1b
I recommend this formation if the hive was just dropped or its their only hive. If you place the sieges in the middle of the hallway it'll be a task for fades to get through and leap-less skulks. It'll also get your marines back so that they get some target practice.
Siege Spot 2
If you're pressing up from AE-35 this may be the way to go, especially if they lamed up Cold Turn. Remember though that you'll have to keep an eye on that from that leads from hama, and really in all directions. having an obs up here is pretty vital. And since you've got your sieges away from the PG keeping those marines up-front and alive will be important, make sure you got plenty of res flow since this siege wont be the easiest, you wont be able to trickle out sieges with this one. The PG in the center of the room and be biled from the vent, and the sieges on the other side of the wall can be biled from the hive. This isn't my favorite position, Cold Turn is much easier to deal with.
Spawn Spots
With the spawns being spread out all around hama its a little hard to keep the whole thing spawn camped with 1 or 2 marines. The can run away easily if they're not killed right off. But I would say positioning your marines in the top left corner of the second screen shot, and in the bottom left corner of the hive in the first screen shot gives you the best coverage.
V. AE-35 Hive
Heh, I remember when the only "great" thing about this map was that gorges hideout used to have a node and it was the gorge lame center of NS history, probably with that one vent in Nancy. This hive seems to be relatively easy to take. There isn't too much commentary that I can give this hive, so here are the siege spots...
Siege Spot 1
This siege spot is real under-used in my opinion, most people try to set up sieges near the Glass Hallway with it being right under a vent, a closing door, and a tight corner, and al that junk. What people fail to realize about "Ghibli" (the area) is that if you can get that vent welded thats right there, aliens have to go through eastern, Section Zero, and then that Hayao bridge to get to you. So for the most part all that you have incoming is going to come down that front hallway, and thats good stuff to cover with.
Siege Spot 2
This spot is a little more difficult to defend with the vents that come from eastern, but covering the hive and life-forms isn't too hard, using those corners to nab/block fades or lerks is great and once you're putting those sieges up, having marines stand there and look down at the ground below the hive is excellent spawn camping.
Spawn Spots
As you can tell, if you're coming from eastern and standing up top looking down at the hive space you get pretty good coverage of the hive. Not much I can add about this either, except its easier to shoot down the hive if you stay on the upper ramp form eastern. If your marines all fall in and shoot the hive, you're gonna have aliens spawning in all around you, but if they stay back they can hit the hive and the aliens that come in at them.
Node Siege Spot
This I discovered after Wyzcrack was comming a game, we were holding Power Access III for a while and after we lost the game he said something along the lines of "You know I think I discovered that I could siege three nodes from there." So I investigated, and voila. You can. The only time I could see this really being worthwhile though is that they have two hives, Pressure and Hamasaki, and they have the sever outlet nodes and cold turn, and you just cant get close enough to siege either of the hives. So I would say focus on holding AE and PA-III, and hit their nodes and try to kill life-forms. Now the formation that you see above is really tricky. Some its something that you may have to play with. Also, don't set this up unless you are in "Oh ****, if we don't have some defense and tech up we're gonna get rolled over." So yeah, the cost to set up any Siege set, especially this one, is 70 res + meds, obs, pg, ect. So unless you you've got an AA already or your upgrades up well enough don't do this, spend that res on upgrades. The reason you're on the defense is not because you didn't siege three nodes, its cause you need some upgrades, or your team sucks.
Weld Spots and Phase Gate Placement.
Man oh man, if there is one major map in all of NS where the welds are really important, this is it. You'll notice that if you had every weld point welded on this map (aside from gorges hideout) you really isolate those pretty jagged hallways for your life-form killing. Pressure Hive is the most affected by the welds, if you remember me pointing this out earlier. All you have to do is hold PA-III and Cold Turn, you then control 7 nodes. Hamasaki isn't really affected. And AE-35 only has one that helps, the Ghibli weld, which is real helpful if you're sieging AE-35 on either side.
Now for PG placement, Cold Turn is simply a must, Cold Turn in Ayumi is like the Cargo of Tanith, the universe revolves around it. Also Power Access III is a great center pg for node coverage and a great fall back point. Another important hold spot is Eastern-AE-Ghibli, Eastern can be biled, as can AE unless you keep it on the top ramp. But anywhere in there is all around helpful.
VI. Outro
Well I can't add much more about this map. I just hope the information provided will help make those Ayumi games a bit more competitive and enjoyable rather than all the "I HATE THIS MAP" in the RR. Any comments, question, or corrections are appreciated.
Tune in next post for: NS_CAGED (Yes, I'm skipping Bast for now)