I don’t think it has any real balance issues from what I’ve seen of it so far.
It mostly looks like “people learning how the map works” issues. Right now that is mainly marines zerg rushing xenos and getting lost, isolated, and quickly surrounded. There’s nothing I’d strictly change about the map at the moment, and I wouldn’t even consider changes until after it’s been in rotation for a solid few months.
The map is good enough as it is right now that it should be merged.
Honestly this is the best map that has come to CM in a while, between playing NV or Hybrisa i would take Hybrisa every day of the week it has awesome set dressings and the tight combat is intense for marines and xenos
There won’t be any massive changes, at least by myself. I’ll leave that for others in the future. However I did add the whole cave-collapse system Nanu did to a portion of the caves that leads into “marshalls”, which will prevent Xenos from pushing there until 40 mins into the round, similar to Solaris with how their NW caves are now.
This is mainly because Xenos are pushing that spot pretty much every time from the start, forcing combat to always be in that direction. The intended route was from the far west, the Research cave entrance, through the streets, so the combat would be mainly focused there until 40 mins has passed and the Xenos can decide to push from “marshalls”, a quicker route if the FOB is at LZ2.
Xenos might not like having to be forced into that direction, but the caves were always intended to be cut off from the start, originally there wasn’t any other way into them, only from the Western checkpoint cave entrance, which works better for the flow of the map, and lets you actually see the map rather then instantly pushing into the caves. Now there’s still the option but it’s timed in a way where you’ll have to wait a bit.
Yeah, after playing on it more. I don’t really like playing on it as a xeno. Theres so many lights and APCs you ahve to go through, along with so many cars which take forever to destroy even one.
Very good map with an incredible story telling by the way it is built, new drip that i consider the best looking for the specs and a great color scheme for the marines , amazing sounds that gives an urban eery feeling, new mechanics such as the eletric fence, multiple new sprites ,the first TWE map and icly hints on the Whiteout, by the far the most detailed map on CM and for sure will inspire people to build and set the minimum level of detail for a map way higher.
i already saw marines or xenos rolling eachother on the map but i also noticed that this map has a high chance of ending up as 3 hour round when both sides can’t secure a victory quick enough, i can’t figure why.
My only issue sadly is the lag that comes with such an amazing map, byond just can’t handle that many sprites, items and etc, i just hope that the multi-thread will come back this year or early 2025 so we can experience this map and future complex maps lag free as well.
terrible reality is that the “multithreading” that was spoken about about a year ago has been in place since then, and it has almost done away with server side lag. if you are experiencing clientside lag, that’s a different matter
in my honest wisdom, the south-west labs feels just a little too tight on the eastern side for no apparent reason? Might wanna open up the east side
The Marshalls still haunts me, it’s cave entrances are so tight for no apparent reason, we could atleast make it a little bigger or change the layout so explosives are actuallyuch effective at breaching them open?
I’ve yet to see a single aerodome hive in about 7 rounds on this map, don’t really play queen myself but it feels like xeno players just dislike aerodome hive for some reason, perhaps change it up a bit to allow more hive intensive there?
why would you forsake the caves as defenses. there’s really no reason to hive aero because it’s not closer to the FOB like a hydro or bar hive for example, it’s about as far away from the front as a caves hive and doesnt have defensive caves.
i mean yeah thats what im complaining about, it would be cool to see it as a potential hive location instead of just a “tunnel the fuck out to here” route
You know it’s not as bad as you think. The dropships there can’t be destroyed, their walls are unbreakable, and there’s actually some more unbreakable areas to the north of it.
It was really just made a hive-location for the Queens that are feeling spicy, want to switch things up, rather then have every single round be a cave hive, although the caves are much better in general for obvious reasons.
The last round I played on the map, a queen chose this as a location and instantly went SSD. Round was fucked since defending it was borderline impossible due to the lack of actual chokes.
All in all, keep it in as a spot you choose if you want to grief.