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View Full Version : Fiorina - Science Annex feedback thread



Triiodine
01-30-2021, 12:58 AM
VIEW THE MAP HERE (https://cdn.discordapp.com/attachments/508399944986787850/804876391698530354/prisonv2_testmergeV.png)
(Or in #dev-announcements, the attached thumb is way low res)

HI there, so I've been working on New Prison for awhile now, and since I'd rather not choke up the gitlab with feedback, here's this thread instead.

BUGS GO ON THE gitlab here (https://gitlab.com/cmdevs/colonial-warfare/-/merge_requests/496/diffs#a6f8187f6b5dc6b057effb677ae7a073a10cb365).

I'll be regularly checking on this thread so if you have something to say directly @ me about the map in particulars, now's your chance.

Understand of course that while this map is now getting tested and is all detailed up to spec, it is in no way finished and this will be, like Kutjevo, a rolling process of tweaking til its in a better state than initial release. So please bear with me.

Keep it civil. Kthnxbye

Casada_Radio
01-30-2021, 03:02 AM
Its actually nice, we dont have to deal with 2x2 hallways anymore. Some areas offer some intriguing variety in them. My only complaint is the lag, I dont know if this is map related.

The way marines will play this will be different. I think yard has to be treated as Hydro base before moving on. Literally anything west is like LV caves. I quite like it.

Me_Bigsnail
01-30-2021, 03:18 AM
did you ever used my grafitti sprites

Nanu308
01-30-2021, 03:31 AM
yup its fucking awesome B)

Triiodine
01-30-2021, 03:33 AM
did you ever used my grafitti sprites

Yep, though they and other blood trails appear to get dumpstered by the GC at round start unfortunately.


Its actually nice, we dont have to deal with 2x2 hallways anymore. Some areas offer some intriguing variety in them. My only complaint is the lag, I dont know if this is map related.

The way marines will play this will be different. I think yard has to be treated as Hydro base before moving on. Literally anything west is like LV caves. I quite like it.

First map test ran with 180 pop. Trust me when I say it was population related, not the map.

Argun1
01-30-2021, 03:36 AM
From what I saw, I really liked it.
I LOVE the look of the new airlock doors. 1652
Tho, the only critique I have of LZ1 is the southern end. Gotta cover that whole area (pictured) with cades, else you run the risk of a jumpy xeno plopping in if either flank is undefended/breached. 1651

Also, clown shuttle has no light for the poor guy. Haven't explored most of the map yet, so don't have much to say at this time other than what I've posted. So far, 9/10 map, just gotta fix the dropship bug and it'll be 10/10.

TerribleSquadLeader
01-30-2021, 04:24 AM
Hallways, especially near and on LZ2 are incapable of fitting vehicles

Kryth
01-30-2021, 05:17 AM
Pretty good map, LZ1 and LZ2 seems to have a lot of areas where they can defend, the only issue I find are in the central part of the map where it has way too many flanks to go around

There are open areas but there are way too many areas to go around, maybe minimize the amount of flanks thats available. The hallways are wide enough but the tighter areas where they can crawl around is too much, some areas have way too many access points.

Specifically the areas I see at fault are Armory and medbay.

North LZ2 also has some issues for APC to fit around, nearly impossible to get to yard unless you go west lz2.

Me_Bigsnail
01-30-2021, 02:00 PM
pretty cool, i dont really mind that the grafitti is covered, though my only nitpick is the used bodybags, i'm not sure if they're map specific, but something about them makes my gears riddle

anyway, if you need any help/input in sprites, hit me up in dm's

Lumdor
01-30-2021, 02:05 PM
I really enjoyed the map as Xeno. There were multiple flanks everywhere which were really nice, and the whole map gave off a shopping mall vibe. Also, the resin bone walls are aesthetically pleasing.

LynuahSororitas
02-09-2021, 03:01 AM
Beast map, make more like them, CORSAT and Sorokyne. They are the best for immersion and flavour while also having a giant map to operate and plan on both sides alike. :D

Wulferion
02-11-2021, 10:49 PM
This may be partly influenced by the fact that there is no meta strategy for this map yet but form a CO player, this map is totally awesome. It has many ways to flank or reposition and the LZs are just in the right places in my opinion. It opens the possibility for diferrent tactics and maneuvres that would be impossible on other maps.

More maps like this please. +1 :D

Critilius
02-12-2021, 08:15 PM
Solid Map +1 up next is ICE redesign

ProBonoDrono
02-13-2021, 10:17 PM
no, Ice is cursed so that any attempt to remake it fails early on and causes the dev/devs attempting it to disappear forever
so it's kind of like Space Station 13

Argun1
02-22-2021, 04:19 AM
So, after playing a while on this map, a few things pop up to me, a fobbit:
1: xenos still aren't restricted in regards to weeding/building at/near the LZs
2: you can't do anything to the walls around the LZs for sure (solid walls, windowframes you can deconstruct), can't place C4, place those posters you find, or deconstruct them
3: LZ1 kinda suffers the same as LZ1 on Solaris Ridge, it's almost too much area to FOB. Free cades as we drop are nice, however.

Boersgard
03-03-2021, 04:20 AM
It's not obvious enough when an airlock door is open and when its closed

Both LZ's are impossible to cade up and defend - LZ1 has 4 different flanks when marines struggle with even holding 2, let alone 3. LZ2 needs 2/3rds of the area around the LZ to be caded which will never happen until over an hour into a typical round.

The amount of cades in general needed to secure either LZ means you can just completely forget about cading anywhere else on the station - and even if you try there are so many flanking routes you'd have to dedicate too many resources to it. This map is like it was designed around marines having 10x the number of engineers and mats than they have in reality.

This map needs fewer open routes - add some more walls to funnel xeno and marine players but make flanking routes possible with some quick thinking. Prison 1 is great for the new MG kit with C4 to open up new routes and some of the solaris changes are good in this regard as well. Force some of the flanks to require actual time and effort to use instead of already being open from the start.

ObsidianCrow
04-12-2021, 03:30 PM
is it possible to make the side chokes in yard not one tile wide? just 2 would be good. its like impossible to push as marines

Fortelian
04-12-2021, 04:31 PM
Firoina is nice but I just don't find it as fun as prison. That may just be because it's a new map so I'm not super great at moving around in it, but it just doesn't feel the same.

(There's my feedback that is not helpful or informative in any way)

ObsidianCrow
04-20-2021, 02:06 AM
1758

case in point why these hallways are bad

Pigeon
04-27-2021, 05:04 AM
Something is off with the map, it just every round with this is rapid collapse of marines and 12:30-12:40 LZ push. I think it doesn't have a strong enough 'go here' route and instead marines usually split up and get defeated in detail. Might be too open and flanks too easy to pull off for aliens?

ObsidianCrow
04-27-2021, 01:12 PM
Something is off with the map, it just every round with this is rapid collapse of marines and 12:30-12:40 LZ push. I think it doesn't have a strong enough 'go here' route and instead marines usually split up and get defeated in detail. Might be too open and flanks too easy to pull off for aliens?

well there's basically no big open areas its all choke points. so anytime you want to take ground you have to push a choke which is unfavorable to marines AND you cant blow them up like on prison station. Also woyers are insane on this map. there's shitloads of one tile chokes to punish marines at. unironically kinda salting at this map but at least soro you could defend the FOB.

Usnpeepoo
04-28-2021, 02:39 AM
1758

case in point why these hallways are bad

i was the warrior on the far right
blame the people who kept walking into the same corners over, and over, and over again. most of the bodies were recovered but its on the marines seeing someone get lunged in there and blindly walking in.

ObsidianCrow
04-28-2021, 01:37 PM
i was the warrior on the far right
blame the people who kept walking into the same corners over, and over, and over again. most of the bodies were recovered but its on the marines seeing someone get lunged in there and blindly walking in.

no they didnt get recovered lmao because guess how you recover the bodies? you have to push the 1 tile hallway and you can guess how that went.

Usnpeepoo
04-28-2021, 09:15 PM
no they didnt get recovered lmao because guess how you recover the bodies? you have to push the 1 tile hallway and you can guess how that went.

yeah cause people kept trying to recover the bodies by themselves. it was only after a big group collapse on there and pushed us all back to recover the bodies of a few medics/SGs who walked in groups of 2 (to die right afterwards lol). although its a crazy hallway it can be made more open by just breaking the cargo crates that make it the 1 tile fuckway that gets you lunges and brazilled instantly. or better yet, not pushing from the east and instead from the SW (Which is how the bodies were recovered because a lot of people pushed from there). all in all, its just people trying to solo/2group a warrior in a place that favors them and i dont think it needs any change.

hirelravel
01-10-2022, 04:11 AM
Yes It is right