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Thread: Prison & Corsat Lockdown...

  1. #1
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    Prison & Corsat Lockdown...

    So, you noticed that prison allways have the same lock down pattern and the very same highway evry single round??
    ...Go trough lz2, then chappel, then hive.
    its very boring that it is ALLWAYS the exact same path to the speed run.

    Corsat is the same. lock down allways the same pattern so the path to the metarush speed run is allways the very exact same.
    this is boring as hell...



    -=-SOLUTION: make lockdown locations random, just like fog gap at LV.-=-

    This way we wouldnt have the exact same speed run highway evry round, there would probably still be speed runs, but at least they would use diferent ''path''
    and so evryround on these map wouldnt be the same exact bullshit.

    what do you think?
    Last edited by BurningMetal; 08-10-2020 at 09:50 PM.

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    Senior Member BIgboyyo's Avatar
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    We had a thread about this already: //showthrea...unlocked-again

    Pretty sure devs said they'd rework prison so we just gotta be patient
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    corsat is meant to be random unlocks but at least you got multiple paths to breach out, prision is literally only chapel

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    Corsat lockdowns are random. They are so with the purpose of preventing there being a meta path that the marines will always use, as the primary lane will depend on which path is randomly chosen to be open.

    Prison's lockdown does the exact opposite, every round it forces everyone to always take the same path until it is unlocked, with little to no alternatives. This is a bad implementation and is not what the lockdown system was designed for.

    We have plans to rework Prison, it is one of the maps we talk more about in terms of redesigning. However, it is also not our first priority as we are focusing on other projects right now with our very limited mapper crew.

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    Senior Member Swagbag's Avatar
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    So, you noticed that prison allways have the same lock down pattern and the very same highway evry single round??
    ...Go trough lz2, then chappel, then hive.
    its very boring that it is ALLWAYS the exact same path to the speed run.

    Corsat is the same. lock down allways the same pattern so the path to the metarush speed run is allways the very exact same.
    this is boring as hell...



    -=-SOLUTION: make lockdown locations random, just like fog gap at LV.-=-

    This way we wouldnt have the exact same speed run highway evry round, there would probably still be speed runs, but at least they would use diferent ''path''
    and so evryround on these map wouldnt be the same exact bullshit.

    what do you think?

    Quote Originally Posted by TobiNerd View Post
    Corsat lockdowns are random. They are so with the purpose of preventing there being a meta path that the marines will always use, as the primary lane will depend on which path is randomly chosen to be open.

    Prison's lock-down does the exact opposite, every round it forces everyone to always take the same path until it is unlocked, with little to no alternatives. This is a bad implementation and is not what the lockdown system was designed for.

    We have plans to rework Prison, it is one of the maps we talk more about in terms of redesigning. However, it is also not our first priority as we are focusing on other projects right now with our very limited mapper crew.
    Over the last year and a half maps have become stale and despite that a lot of people including me, still think LV and BR are the best maps, also personally Soro for reasons I'll get to later.

    The main problem with maps like CORSAT and Prison is in fact their design. Not realism wise as that is not needed at all for a TDM based game other than focusing on some flavor of immersion and atmosphere on the side, but gameplay always comes first.

    The design of CORSAT and and shoddy redesign of Prison seemed to be a knee jerk reaction to the "metarush" problem that arose in late 2019 - early 2020 as staff couldn't always deal with what they viewed as metarushes and when they did they did so more than horribly; often caving in marines, gibbing them by the dozen or even irradiating them after radiation medicine and arithrazine was removed through the VV panel.

    1. To unlock the lockdowns you need to find a few security cards usually three, which knowing the average IQ of a marine player is not going to happen and this literally never happens at all and in no way does it promote teamwork if that was one of the secondary reasons for its implementation.

    2. Despite having "less problems" with metarushes on Prison, it still very commonly happens, the latest trend in the last few weeks being xenomorphs just making marines evac before 12:40 on various maps, as seen in the picture below in spoiler.
    This is mainly because the marine manifest is full of dogshit but it is attributed to map design as well.

    Spoiler Spoiler:


    3. The map design is not meant for 150 - 210 or more players, this is a main issue on LV in my opinion despite the three ways to enter caves outside of nightmare map inserts.

    4. Once the known "combat" location of new maps or redesigns is established it is almost always the first spot marines will rush to within at most two-three minutes of landing, simply due to just wanting to get in combat after prepping for >15 minutes. Xenomorphs sometimes don't even guard the chokepoints leading to the hive or build stick/walls which can and will slow or even completely stall marines to grind them down in chokepoint torture.

    5. Having no lockdowns encourages more interesting rounds in which it's just not "rush chapel/max sec" or "run to Theta/Gamma and shoot down those bolted doors which somehow need more than 7 buckshot to break or C4/acid.) Command, SLs or even marines can have more options to fight rather than a chokepoint which almost always (on highpop) evolves into old chokepoint torture, just with less boiler gas and more hedgehog ravs and crushers.

    6. Even in games and servers on Byond like CM, most maps especially CORSAT and PRISON display absolute disgusting sins in level design including long map corridors

    MAP SINS found in multiple maps, especially CORSAT (actually trash-tier map design) and Prison.

    To summarize off with, I'll add that of course 2D map design is not the same as 3D map design and also especially in a game like CM. However the basic principles still apply and even more apply when it's a TDM multiplayer game with huge amounts of players, which complicates issues in a 2D game. Now a lot of maps do show good map design to say the least, like having multiple exits and entrances so it's not a one way one stop room among other positives. But the biggest flaw is how it is designed to "counter problems" rather than try to fix or improve them.

    Here's a few images of a few things to keep in mind from The Hows and Whys of Level Design, a book among others I read years ago to design multiple Source Engine maps.




    " The Core Gameplay is the set of gameplay rules and player toolsets provided by the game itself. The Core Gameplay determines how the player will spawn, how fast they can move, if the player can jump, and if so how high, and how the player is able to interact with the world. It also defines the player’s goals in the world and the means to accomplish achieve them.A level designer has little impact on the Core rules. They already exist and cannot be easily modified by the level designer. A level designer’s job is to accept the Core Gameplay and then adjust the Map Gameplay to leverage the Core Gameplay.... "

    ".....
    The Core Gameplay is the foundation upon which the Map Gameplay is built. When beginning a game level, the house is not yet constructed. It is the designer’s job to take the foundation and build it up until the house is complete. The Map Gameplay should add depth to the Core Gameplay...."
    Last edited by Swagbag; 08-11-2020 at 03:41 PM.

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