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...
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.
“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.”
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.”
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.
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.
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.
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.
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.
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).