QUOTE
map scale
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balance
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12 Rt's is a bit much
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uphill and downhill battles
The scale of the map, I imagine, would be standard map scale. (Eclipse, Origin, Hera, Tanith, all similarly sized.) As I was drawing marine start in paint,
http://i292.photobucket.com/albums/mm5/t0x...tconceptbig.jpg, I feel like the scale might be a little larger than the average map, which makes me want to redraw marine start, make it a gradient smaller.
Balance hasn't even been worked on. So far, the only considerations for balance I have done is travel times between marine start, and the hypothetical momentum uphill / downhill battles might carry. It could be advantageous for marines to relocate to the ridge, or to rush the descent. Perhaps random chance (1/3 hive locations) will be a deciding factor in alien and marine tactica, aliens initially having tactical advantage until marines know of which hive is occupied.
The corridors and hallways are really much more randomly drawn. However, I know that long corridors favor ranged weapons (marines), so, twisting and tight corridors reduce this ranged potential to the profit of a more balanced combat scenario.
Similarly, no thought has been done on siege positions or fricative assembly (aka choke points).
Twelve resource towers is a bit much, methinks. Perhaps 8 - 10 is a good number. If I remove the RT near marine start, it is compelling for the marines to immediately attempt map control. Distance and time has alot to do with map balance, so, 8 being a nice round yearly number seems nice. Measuring distance between potentials, really. The skulk arrives in 34 seconds to the just finished RT. (for example).