Since January I have been working on a map. The idea behind the map was basically using the theme of docking (which is like the face if ns2 since it's used in the tutorial and pictures of docking are used in the loading screen aswell) and making a map, which is competitively balanced. I mean it's a shame not to see this in the competitive scene.
Anyway instead of taking the current docking and try to balance it out, I completely build a map by myself and used the docking theme as inspiration (since rooms look similar and uses the same names you can't deny that)
http://steamcommunity.com/sharedfiles/filedetails/?id=232436788
@Flaterectomy told me that you like to see how a map evolved over time and I still have some old screenshots. If you wanna stick around just read the rest, if not the link is above and go play it.
So my first idea was a pentagon shaped TP positioning with 10 RTs (like tram) with 2 central rooms. So my first rough layout was finished soon (red X = TP; blue X = RT)
![6bdf6a9046.png]()
The next step for me was get a rough idea of the room shape and how they connect to each other. Also some vent placements. So things evolved to that drawing:
![d879d88638.jpg]()
So after building a greybox Layout of this map and playtesting it, some multiple problems occured:
- Map was huge (descent is small compared to that)
- blocking 4 lanes with 5 guys on the field is kinda impossible
- some vents were leading behind marine natural which opened the way for an easy early base rush
- Terminal spawn required to move further into marine territory to get to the center of the map, which feels wrong
Getting rid of those problems was alot of work and not easy.
![68e0ed4698.jpg]()
I solved some problems with that build, but some stayed and new ones came:
- Map has gotten smaller but still too big
- still having 4 lanes to block
- Cafeteria spawn was OP n this build, due to easy access to both central rooms
Joining the NSL maptest group here gave me a great idea on what a map should be like when it wants to be competitive and after trying around a bit, I abandoned the idea of having 2 central rooms. Also I changed the position if Kitchen and Storage to mmake it harder for Cafeteria spawn to get to Courtyard (the central room). I also added a hallway to connect the southeast side with the center.
![6f24ff3ab0.jpg]()
This was the first layout that was rly enjoyable to play on. But it still had some problems:
- Still does not feel very intense
- Due to the old layout with 2 central rooms I added an 11th RT to the center (to give a reason to go to the center) and 11 are too many (mineshaft has the same amount btw)
- The Hallway above Terminal (East Wing) was rly OP for aliens so Terminal was not an enjoyable spawn for marines (always remember tight corridors with lots of corners favours Alien and open rooms favours marines)
- Also some vents were just useless. There was no possibility to shortcut or flank strong marine positions with some of these vents.
What I did now (and is not playtested so far) was scaling down the map by a noticable amount and I also got rid of that central RT again.
![fd1b021d6e.png]()
Due to that scaling some nasty things I had and still have to fix occured of course:
- texture coordinates were completely messed up
- some hallways feel way too tiny and narrow now (this is very high on my priority list btw)
- some props started to think that they need to float now
With that we are at the current version of docking2 which looks like this:
![6567DF0EC38DF1C0063D9FA85F24079BEB8D18BB]()
For other screenshots of my map (that actually show how the rooms look like) just visit the workshop page.
btw. possible spawns are:
Locker Rooms - Terminal
Generator - Terminal
Generator - Cafeteria
Departures - Cafeteria
(Aliens - Marines)
The planned topic and story of this map will be how docking looks like after the battle in that town has raged for some time (you know alot of destroyed stuff... how a war zone should look like).
In the end I want to thank the guys of TAW, who were helping me with playtests and awesome feedback on this map. It's thanks to you guys this map is at it's current stage :D
TL;DR: Don't read the curved stuff if you don't want to read that much.
Anyway instead of taking the current docking and try to balance it out, I completely build a map by myself and used the docking theme as inspiration (since rooms look similar and uses the same names you can't deny that)
http://steamcommunity.com/sharedfiles/filedetails/?id=232436788
@Flaterectomy told me that you like to see how a map evolved over time and I still have some old screenshots. If you wanna stick around just read the rest, if not the link is above and go play it.
So my first idea was a pentagon shaped TP positioning with 10 RTs (like tram) with 2 central rooms. So my first rough layout was finished soon (red X = TP; blue X = RT)

The next step for me was get a rough idea of the room shape and how they connect to each other. Also some vent placements. So things evolved to that drawing:

So after building a greybox Layout of this map and playtesting it, some multiple problems occured:
- Map was huge (descent is small compared to that)
- blocking 4 lanes with 5 guys on the field is kinda impossible
- some vents were leading behind marine natural which opened the way for an easy early base rush
- Terminal spawn required to move further into marine territory to get to the center of the map, which feels wrong
Getting rid of those problems was alot of work and not easy.

I solved some problems with that build, but some stayed and new ones came:
- Map has gotten smaller but still too big
- still having 4 lanes to block
- Cafeteria spawn was OP n this build, due to easy access to both central rooms
Joining the NSL maptest group here gave me a great idea on what a map should be like when it wants to be competitive and after trying around a bit, I abandoned the idea of having 2 central rooms. Also I changed the position if Kitchen and Storage to mmake it harder for Cafeteria spawn to get to Courtyard (the central room). I also added a hallway to connect the southeast side with the center.

This was the first layout that was rly enjoyable to play on. But it still had some problems:
- Still does not feel very intense
- Due to the old layout with 2 central rooms I added an 11th RT to the center (to give a reason to go to the center) and 11 are too many (mineshaft has the same amount btw)
- The Hallway above Terminal (East Wing) was rly OP for aliens so Terminal was not an enjoyable spawn for marines (always remember tight corridors with lots of corners favours Alien and open rooms favours marines)
- Also some vents were just useless. There was no possibility to shortcut or flank strong marine positions with some of these vents.
What I did now (and is not playtested so far) was scaling down the map by a noticable amount and I also got rid of that central RT again.

Due to that scaling some nasty things I had and still have to fix occured of course:
- texture coordinates were completely messed up
- some hallways feel way too tiny and narrow now (this is very high on my priority list btw)
- some props started to think that they need to float now
With that we are at the current version of docking2 which looks like this:
For other screenshots of my map (that actually show how the rooms look like) just visit the workshop page.
btw. possible spawns are:
Locker Rooms - Terminal
Generator - Terminal
Generator - Cafeteria
Departures - Cafeteria
(Aliens - Marines)
The planned topic and story of this map will be how docking looks like after the battle in that town has raged for some time (you know alot of destroyed stuff... how a war zone should look like).
In the end I want to thank the guys of TAW, who were helping me with playtests and awesome feedback on this map. It's thanks to you guys this map is at it's current stage :D
TL;DR: Don't read the curved stuff if you don't want to read that much.