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Thread: Shivas Snowball (Ice v3) Feedback thread

  1. #11
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    Z-levels when
    Connie Jaegar, evil MP
    Pau'thi Bo'ytill, unrobust pred
    AP-E, really bad runner
    Spoiler Spoiler:

  2. #12
    Senior Member Axyinious's Avatar
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    No dying down ladders or elevators, -1

    For real though, the map is overall pretty good.
    I'd recommend removing the webs and the AI spiders. There's way too much and they serve no purpose.
    Last edited by Axyinious; 06-18-2021 at 01:35 AM.
    I play as Viktor 'Beer' Kleiner, Matthaus and as Var'dqi Bo'ytill




    CPT. VIKTOR KLEINER, USS LOWË'S COMMANDING OFFICER

    PROVISIONAL COMMAND OVER THE USS ALMAYER


    Ex-CO Councillor. If you have any questions regarding the whitelist, feel free to DM me.
    Discord is Axyinious#3635

  3. #13
    Senior Member Pigeon's Avatar
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    Remove Northwest LZ2 survivor spawn, survivors cant escape without doing some meme stuff

  4. #14
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    The LZ could use some better markers for the DS area because its easy to get gibbed at the moment.

  5. #15
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    Building Defences at some hive locations can be tedios when xenos have to spend long amounts of times clearing snow, before they can get close to making structures.

  6. #16
    Senior Member AlbertBlackwell's Avatar
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    No snowcades


    Utterly disappointed
    how did he get CO?

  7. #17
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    There's no sound effect for when the Dropship is landing on the LZs, and maybe the lights flash, but it's barely noticeable. Definitely needs work.

  8. #18
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    Here is a chain of ideas which i think would make this map incredibly fun.

    *There could be a node in the middle of the map.

    *Instead of making it "Capture the flag" mode, make it "King of the hill" mode. If one side can hold the power node for a long time like 30 or 45 minutes (or whatever devs wish) it permanently stays as theirs. Otherwise if marines get pushed back to FOB, Xenos get an incredible boost to their techweb and the game is basically lost for marines. They can get rev jellys as much as they want while they are on %50 fortified weeds constantly. This way even if marines had to evac, they would still profit from the nodes, which they have fought hardly to keep.

    *Nodes can have a timer next to them showing how much time left to completely capture the node. Node could make announcements to planetside about how much time left. (10 minutes left untill the middle power node is hijacked completely!)

    *Node should give points even if it isn't hijacked completely.

    *Timer shouldn't reset when it switches sides. E.g. ( Xenos managed to hold the node for 25 minutes, marines make a charge and capture the node. Marines shouldn't have to wait an additional 30 minutes to cap it permanently, but 5 minutes.)

    *Node shouldn't be able to xenos before marines land. It should give a little time to marines to settle down as well. (12:25, 12:30 is a good time for it to be accessible?)

    *Node should be in a secure place where xenos can not build around it to prepare beforehand. Xenos could have a risk to build the hive closer to the node, which should be out in the open and therefore makes flanking the hive from both sides pretty easy.

    Now imagine you are a marine. You landed on a ice cold colony. Saw a power node, and managed to build a line away from it. You raise your binoculars and look at the front, you see the xenos are doing the same as well. You understand it is almost about to become a trench warfare. Node is finally up and the battle begins. You have fought hard and lost brothers and sisters to keep a stupid power node. You failed to control it. 5 minutes left untill they capture it. You read the face of your squad leader and understand that the command is panicking. Your supervisors make an announcement, saying you have to charge the power node with everything you got. 4 SLs gather their teams up and you all run forward for a last desperate charge to take over the control of the stupid node. You lose sisters and brothers rapidly. Xenos clash hard with you, queen keeps screeching, boiler constantly gasses the node up to make you suffer more. Lurkers constantly kill your supply line and attrition is bringing you down. You somehow managed to capture the node and now permanently own it. But at what cost? You lost tens and hundreds of manpower for a stupid node. You lost most of your supplies to assert dominance over a node. Now you are weak and vulnarable. Xenos managed to stack some points up and already surrounded around the node. They want to make sure you can not utilize those points and end this shortly for once and all. They attack from all sides.

    You can see how much of a game changer this map could be. Constant fighting over a node. One side trying to defend while the other tries to attack.

    TLDR; King of the hill mode
    Last edited by 00y2j; 06-19-2021 at 03:46 PM.

  9. #19
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    a new map
    with no raised metal edges?

    im sold

  10. #20
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    As a perennial FOBBIT, the entrance immediately north-west of the LZ1 gives me hives. It's also where EVERY breach I have witnessed occurred. Can you wither make the entrance to space port 1 tile further back, or cut 2-3 tiles of wall/rock from the west approach so grunts can see what's around the corner?

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