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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
Haze
What do you think the number of RTs limit should be? I'm making a map blueprint with a room that has four RTs, but is extreamly hard to defend and has practally nowhere to build.
UKchaos
The mapping guidelines state that a maximum of 3 res nodes can be visible to the commander at once.
TOmekki
i want to see that blueprint of yours when it's done. just curious smile.gif
Darkhound
2 is probably the practical limit for RTs in one room. Even 2 RTs makes a room a major focal point on the map. With 4, the the map would become completely one-dimensional -- hold the 4 res room or lose. That's fun for about one game.
Thaldarin
Please be considerate of other people

Delorosa: He/She is not considerate of me or others on the forums.
Umbraed_Monkey
I would recommend against it. Double nodes are important as it is, having more would make the location the only point of interest in your whole map. Any game in your map would be reduced to a fight for that location. Fun for a while, but it wouldnt last.
Haze
QUOTE (Darkhound @ Mar 23 2004, 04:32 PM)
2 is probably the practical limit for RTs in one room. Even 2 RTs makes a room a major focal point on the map. With 4, the the map would become completely one-dimensional -- hold the 4 res room or lose. That's fun for about one game.

Yes, but if I were to do this, four other RTs would be on the map also. So the other team could quickly grab those if the first team is trying to get the four RT room. I dont know, the number of RTs in a room is just something I'm playing with right now. It can always be balanced, its just tough.
Kouji_San
You also have to keep in mind that the dreaded HA train is almost impossible to stop, even with 3 hives it's really hard...

And if the marines set up their main base in the 4resnode room they would probably win the game every single time... they would just camp in their base and keep saving res without even considering attacking the hive locations, and after a while (10-15 min) they have all upgrades and a turretfarm set up in base + the res to create the HA train ...

No fun for aliens if this happens sad.gif
Reese
that is the drawback to even a double res room. Marines can always relocate to it and attempt a win. That's why double res on any map is usually hell to hold..... or people think the map is unbalanced towards marines.

Don't forget you do have func_nobuild to help control marine behavoir. A carefully placed floor vent that won't accept marine buildings can really make the difference between balance and exploitability.
Haze
Ya, since the room is going to have four water tanks in it I'll probably have it flooded. Heres a rough drawing. The four boxes are tanks, and there are four corridors leading to the room. This is, as said, an extreamly rough drawing, as how the tanks are shaped. The RTs would go in each corner.
Avitar
while a quad res node may be a bit much ... having 2 double res nodes a com screen away from eachother that are hard to defend individually, and impossible to defend at the same time.... that would be a great idea IMO. biggrin.gif
Sizer
Four res node hot spot = who cares about the hive

All the marines have to do is reloc and lock that sucker down until the HA train comes. If you insist on having 4 nodes so close together you might consider making it a "fun map".
FoolishOne9k
Make the 4 node room not accept any other buildings so you cant relocate to it. Make it siegeable and lots of vents. with all these things it would be very ahrd to hold and make the seige room easy access for aliens like onos and stuff.
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