Map Feedback : ns2_tanith

Zefram
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235
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United States of America
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28 January 2014 - 17:38 CET
#1
This thread is reserved for any feedback for:

ns2_tanith
http://steamcommunity.com/sharedfiles/filedetails/?id=170821529

maintained by Jonacrab
http://steamcommunity.com/profiles/76561197964538993/

All thoughts are greatly appreciated.
www.twitch.tv/Zefram0911
Mega
1942
pubstars
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225
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Germany
Joined
28 September 2009
4 February 2014 - 20:35 CET
#2
map played ok
but my teammate was whining that there are many stuck points around cargo and central where his fade was stuck
cause we did some shooting training there. (around containers corners ect)

beside that the real problem is Marines have an uber hard time getting any resourcetowers under control from Marine start

to accidic thats most likeley allready in alien terretory and chemical res node is gone
and reactor core has only 1 rt left since that i think its the map with the lowest amout of resnodes (1 rt lower then most maps) so maybe you should add an other node somewhere more near (maybe satelite relay or chemical back in)


i personaly like the map but my teammates wasnt that happy...
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
5 February 2014 - 23:28 CET
#3
It is difficult for marines, in the current way the game plays, to get and maintain resource nodes to tech up at a rate comparable to alien tech.

When marines are removed from the map, it takes too long to get them back out of the field to have a chance to maintain lanes and resources and territory control.
Chb
909
High Expectations
Posts
13
Location
France
Joined
24 March 2006
6 February 2014 - 23:37 CET
#4
It could be great if you allow to arc fusion hive from Cargo too
Pelargir
5291
We're grumpy
Posts
452
Location
Lyon, France
Joined
6 April 2013
7 February 2014 - 00:09 CET
#5
Haha ye!
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
Pelargir
5291
We're grumpy
Posts
452
Location
Lyon, France
Joined
6 April 2013
8 February 2014 - 12:17 CET
#6
There are some places where you can be stuck as Marines or Fade, Cargo Storage for example. You can't ARC at all Fusion Reactor, it's too bad for Marines if they want to avoid to rush the hive.
Tbh, this map is in favor of Aliens according to their spawn, Satellite Communications is a great spawn for them, they can rush very quickly the Marine Start, I saw that on some games & everytime Alien's victory because of that. Maybe, just keep one spawn for Aliens, Fusion Reactor or Waste Handling, idk.
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
ZEBROE
5641
Posts
73
Location
SAIGON, Nepal
Joined
12 August 2013
10 February 2014 - 15:31 CET
#7
ChbIt could be great if you allow to arc fusion hive from Cargo too



No, cargo storage is already the marine choke point that marines need to stop alien expansion. If you make it so you can arc hive, that would just make that position favor marines more and it will be a marine favored map, which indeed is true if you start satellite command.
Kaneh
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
26 February 2014 - 02:28 CET
#8
marine start is impossible to lane block for, leading to really easy base rushes.

marines only close 'natural' is reactor, which leads to a very interesting division of the map. I won't say imbalanced, but marines probably need 1 more easy to hold node. maybe in exterior access paths or something. open up that corner of the map and make it a little more important.
Mega
1942
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225
Location
Germany
Joined
28 September 2009
26 February 2014 - 15:54 CET
#9
as an easy fix for the marine res node problem could you probly exchange acidic rt with chemical rt ? thats more near to the marine base at least but even better would be haveing the rt even more towards marine base.
Jonacrab
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Damage Networks
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4
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United States of America
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11 November 2012
27 February 2014 - 08:53 CET
#10
I have considered putting a new RT at external satellite relay. The RT that was at chemical was removed because it became too much of an advantage for marines. It was too ideal for a phase gate, with an RT and a huge staging point to attack either cargo or sat comm, it was just too OP, it also limited aliens ability to take that RT with sat comm as a starting hive. Alien teams really could not hold it as the room itself really favored marine camping, and it was far too close to have both chemical and acidic with RT's.

I think adding an RT to external satellite relay would give marines a better option at a starting RT, although I would probably also add a vent where the old weldable entrance to sat comm used to be, mostly to make that a vulnerable RT, so they cant just protect it with a phase gate in chemical.

Any thoughts on this are appreciated.
Mega
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225
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Germany
Joined
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28 February 2014 - 16:46 CET
#11
the old weldable entrace with rt with a vent entrance behind it from satelite would be the best soultion


i think aliens can quickly get in and out with the vent and marines must run back/forward to denfend it
also its hard to take it for aliens since cyst can be cutted pretty easy and shot from the distance.
Fiskbit
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Over.Extension
Posts
16
Location
United States of America
Joined
30 August 2013
20 March 2014 - 21:59 CET
#12
I think that Waste Handling is a significantly better spawn for aliens on this map than the other two. It seems easy for aliens to get boxed in at Fusion because marines only need to hold Cargo Storage to lock that down. Satellite Command gets pressured by marines right away, and if marines can move up to Acidic Processing, aliens can't expand. I don't think there should be single rooms the marines can hold to cut the alien spawn off from the entire map. Waste Handling benefits from having two really separate paths out of the base and easier access to res that is also easier to hold.

Meanwhile, the RT count on this map is pretty low and the RTs available to the marines seem to be pretty far away. The marines going toward Chemical Transport are unlikely to get early res up unless aliens spawn in Waste Handling, and the base rush vent in External Satellite Relay demands that a marine sit there and watch to effectively block the lane, which is a pretty big waste because there's nothing particularly near that spot that the marine can then move to that makes him useful (compare to, say, the Reactor Core vent on Summit or Repair vent on Jambi).
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