Thoughts on the new Tyrargo map?

So, whats yalls thoughts on the new map?

From what ive seen: Really cool visually, but its just antre all over again balance wise. Theres no real caves (sewers only half count cause marines can easily flank/flood), its REALLY open on vast majority of the map, and generally lacks hive sites. Im unsure if you can weed on the grass but if you cant thats a issue too.

The big underground river area is really free flank for marines, since xenos cant weed on it.

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I think its pretty good

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Tons of sovl but once marines push past the middle choke it’s just a free for all with no focus or funneling and way too much open ground to run around on and flank. Very unfun z-level areas too. Will need some work but does look and feel cool.

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Flood idea is fairly unique and a big +, but otherwise from one round I played on it, it seems xenobiased, but hey, that might be just my marinemain brain talking.

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This might be the new map effect; or maybe somehow intentional map design - but Steelpoint’s Multi-Z maps always lead to skirmishing across multiple levels and fun back & forths across a frontline spanning 2/3 Z-Levels and I find that gameplay really fun. Especially on Tyrago Rift, the levels are separate but close enough that fights are smaller but grouping up doesn’t net you any serious advantages.

LZs are weirdly large, but the set dressing & announcements are really vibey and I’m sure survivors appreciate all the new army troopers.

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I only saw one surv round and they cleaned up a lot of xenos, between FORECON and now the Army I am sensing some steady surv powercreep with great guns and lots of ammo over LV nun with a shotgun and five shells, just my thoughts.

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Generally speaking:
I think Tyrargo is an extremely soulful map, it has an excellent atmosphere and I love the LARP announcements + the feeling of fighting one battle in a planetwide war, the presence of the US Army is also very unique and it’s just so fucking soul I want to cry

Gameplay wise I think the eastern half of the map is pretty okay, though I seriously doubt sewers will ever become a main objective. I have never seen a round where marines explicitly push sewers to flood it and clear the area of weeds so marines can assault hive directly from the bottom z-level, every round is just marines mostly pushing along the streets or roofs. I think this is a shame and it’d be interesting to see how sewers can become more of an objective, similar to filtration on Trijent. I think the multi-Z implementation here is good but that’s to be expected since many of Steel’s map were expressly built with multi-Z in mind, in comparison to the old ones which have multi Z slapped on as an afterthought.

The western half is too clear, FOB sieges are actually CBT for xenos and imo there needs to be more LoS blockers so its more viable, similar to how LZ Palms on New Varadero works.

Re: survs, xenos just need to stop suiciding into them. This is less of a surv issue and more of a ā€˜why the fuck are you fighting survs 2v4 off weeds when barely anyone is even T2’ moment.

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when it comes to underground there are possibly two options 1) give marines more of an incentive to go there 2) give xeno BACKLINERS more incentive to be there (it is not main level, if whole force of either side shifts there something has gone wrong) . I would prefer option 2, for it being something that you would expect xeno backline to use by design it is not rly a thing?

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multiz stikes again

Also going down the camped stairs into tight corridors gives me a very strong impression of ice colony. The map is also very visually overloaded. But I do like nature. Trees, snow, rivers seem very peaceful.

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Haven’t gotten to truly experience it yet. Both times I’ve played it Xenos hived on the 2nd floor with zero cover or resin for an insta wipe.

The sub level needs to be used more, and I think THAT is where the hive needs to be. Topside is very open, the sub level looks like a potential death maze.

Another big issue with tyrargo and multiz in general is that it’s really hard to navigate. Finding stairs up/down feels completely random. If you need to walk around a wall, you know you can try to walk it around from left or from right, most of the time on most of the map it works. But if you need to travel onto upper or lower z-level, good luck finding stairs.

There are some non-multiz maps that suffer from this problem (like on CC you can easily get lost in reactors, finding a way out is not intuitive at all), but multiz is like full of it. I don’t think that ā€œjust learn the map lolā€ is a compelling argument.

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Only got the chance to play it one and a half times and spectate once. The upper levels are not nearly as oppressive as other maps have been with the multi-z when looking downwards, but it feels open. I dont mean open in a bad way either, but thats my very limited exposures impression of the map so far

Stairs should be marked on the tacmap more agressively.

There’s a really nice TG system that just draws a line to the nearest stair up/down. I was told it’s not planned here though :frowning:

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I think Tyrargo is pretty fun. The large open area prevent the game devolving into an instant FOB siege, so marines are most likely gonna push hard into xenos which is way better then stuff like NV. The backline is quite open but its wide enough that ambush castes have areas to flee into, which is the issue White Antre has.

With a dedicated backline squad including a builder, its quite enjoyable.

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I have a pr that adds manualy mapped in tacmap marks for stairs open for quite a while, but it is waiting for review. it has been used for navalis in past but ehh navalis is taking a while to be added so I made a PR to master too… wait it got merged or closed or something?

Ah wait it got merged, I am fucking loosing track Stair icons for multiz by cuberound Ā· Pull Request #10651 Ā· cmss13-devs/cmss13 Ā· GitHub , gona ask steel to map them in

Okey it got merged like 15 mins before I made this post so about 30 min after the post about it needing tacmap markers

In combination with the new tacmap live-tracking it should make finding path cross z levels much easier once added to maps

(btw I think those are first two sprits made by me)

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You have sold me. +1 SG Token to you.

I like the style of it, especially the underground parking lot and the filtration plant

I also like how the Z level isn’t just ā€œthereā€ but you see cool stuff like dropship jets having fallen through the ground onto the said parking lot

pretty nice

gameplay wise - mid i guess

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Thanks for the feedback.

I do hope to get around to fortifying up the landing zones a bit more, I noticed Marines struggle with fully cading it, it was fairly easy for xenos to flank to the north-east of the northern FOB and bypass the defences. Albiet, this may have just been more a case of a defeated marine faction being eliminated quicker since they were already losing.

I do also intend to add those stair icons to the tacmap, should help with navigation.

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