4 October 2013 - 12:21 CEST
I just wanted to put up a thread where all forms of feedback, criticism, suggestions and complaints on Caged can be posted for people who don't visit the NS2 mapping forums, which I assume is most people. :}
Currently Caged is very marine biased, and according to the feedback I've been getting it's primarily because:
o Marines can too easily and quickly get to Central Processing and control the map from there.
o Aliens have a hard time expanding due to distances between the hives.
o Sewer hive is the worst start position for aliens as marines have easy access to Purification.
I'm hoping to address all these issues soon---the original plan was to update between the week 3 and week 7 matches, but since matches aren't actually played in their respective weeks it looks like some teams may start their week 7 matches before other teams have even played their week 3 matches. I suppose this means I can't update until after this season.
What I've been working on specifically:
o Move marine start further away from the center of the map. I am re-entering the original corridor between Marine Start and Monitoring, and as a result from the shift the long corridor from Marine Start to Satan's Butthole will also be broken up a little. Overall this change is still fairly subtle, and I might have to make eventual changes to how Satan's Butthole connects to Central Processing.
o Redesigning Purification to make the room generally more alien friendly, and move the corridor that connects Purification to Ventilation Access further south so it's inside the Purification room and connects to the bottom of the ramp in Ventilation Access instead.
o I am considering somehow lengthening the backdoor exit from Central Processing to Ventilation Access, as it's a short trip from Central Processing to the Ventilation Hive. I would really like feedback on this, though.
o I am wondering whether the 'long travel time/easily sniped cyst chains' problem for aliens exists between Ventilation and Generator. There's no doubt Purification is easily severed and accessed by marines, but I would like to know how people feel about these possible issues on the east side of the map.
When I started remaking Caged my plan was always to make it competitively viable, while retaining at least the feeling of the original map, which is why changes have been a little slow at times. If it wasn't a remake, I could make more drastic changes when issues arise, but I have to try and stay true to the original to some degree. Please bear with me while I try to find the best possible middle ground.
Currently Caged is very marine biased, and according to the feedback I've been getting it's primarily because:
o Marines can too easily and quickly get to Central Processing and control the map from there.
o Aliens have a hard time expanding due to distances between the hives.
o Sewer hive is the worst start position for aliens as marines have easy access to Purification.
I'm hoping to address all these issues soon---the original plan was to update between the week 3 and week 7 matches, but since matches aren't actually played in their respective weeks it looks like some teams may start their week 7 matches before other teams have even played their week 3 matches. I suppose this means I can't update until after this season.
What I've been working on specifically:
o Move marine start further away from the center of the map. I am re-entering the original corridor between Marine Start and Monitoring, and as a result from the shift the long corridor from Marine Start to Satan's Butthole will also be broken up a little. Overall this change is still fairly subtle, and I might have to make eventual changes to how Satan's Butthole connects to Central Processing.
o Redesigning Purification to make the room generally more alien friendly, and move the corridor that connects Purification to Ventilation Access further south so it's inside the Purification room and connects to the bottom of the ramp in Ventilation Access instead.
o I am considering somehow lengthening the backdoor exit from Central Processing to Ventilation Access, as it's a short trip from Central Processing to the Ventilation Hive. I would really like feedback on this, though.
o I am wondering whether the 'long travel time/easily sniped cyst chains' problem for aliens exists between Ventilation and Generator. There's no doubt Purification is easily severed and accessed by marines, but I would like to know how people feel about these possible issues on the east side of the map.
When I started remaking Caged my plan was always to make it competitively viable, while retaining at least the feeling of the original map, which is why changes have been a little slow at times. If it wasn't a remake, I could make more drastic changes when issues arise, but I have to try and stay true to the original to some degree. Please bear with me while I try to find the best possible middle ground.