For the past few months I've been working on my ns2 map, Its based around the simple idea of having both teams start at fixed locations at opposite ends of a map, divided into two halves. I want to create a map thats fairly unique and this seemed like an original, workable concept. Although every other element of the maps design is open to change, retaining the this basic design is something I feel should be at the heart of all choices and experiments I make going forward.
Here's the current layout and the build we played today:
An annotated version to explain the basic layout:
Excuse the cheesy greek titan/god names for locations, at this point in time I am more concerned with making something fun than explaining the purpose of rooms. They will do the job for the time being.
Today we played the first ever game on the map. Aliens easily wiped the floor with us marines, we lost most the early engagements and found it hard to regain any ground. That said one game is hardly a large sample and I'll wait for a few more to get some deeper insight into the flaws of the design. Though I can say with some certainty its unbalanced in favour of aliens. I believe this is mainly due to the distances marines have to travel to get to key locations in the map, aliens move faster and in turn can reinforce their front lines faster. It probably should be said I was commanding marines, so its even less representative of a normal game when your commanders fixated on travel times and how engagements playout.
Based on this one game, and a bit of thinking here's my first thoughts on changes to make marines have a slightly easier time getting around the map:
In the mean time whole map will be scaled down slightly, corridors were too wide and ceilings were generally too high. I'll be resolving these issues before I commit to any more drastic changes.
If anyone has any feedback, suggestions, found any bugs or has results from games played throughout the week here's the place to let me know.
*Workshop link*
Thanks
Here's the current layout and the build we played today:
An annotated version to explain the basic layout:
Excuse the cheesy greek titan/god names for locations, at this point in time I am more concerned with making something fun than explaining the purpose of rooms. They will do the job for the time being.
Today we played the first ever game on the map. Aliens easily wiped the floor with us marines, we lost most the early engagements and found it hard to regain any ground. That said one game is hardly a large sample and I'll wait for a few more to get some deeper insight into the flaws of the design. Though I can say with some certainty its unbalanced in favour of aliens. I believe this is mainly due to the distances marines have to travel to get to key locations in the map, aliens move faster and in turn can reinforce their front lines faster. It probably should be said I was commanding marines, so its even less representative of a normal game when your commanders fixated on travel times and how engagements playout.
Based on this one game, and a bit of thinking here's my first thoughts on changes to make marines have a slightly easier time getting around the map:
In the mean time whole map will be scaled down slightly, corridors were too wide and ceilings were generally too high. I'll be resolving these issues before I commit to any more drastic changes.
If anyone has any feedback, suggestions, found any bugs or has results from games played throughout the week here's the place to let me know.
*Workshop link*
Thanks