- Posts
- 18
- Location
- Canada
- Joined
- 29 September 2013
The two vents in control room make base pressure for aliens really good, and gives them 3 maybe 4 attacks paths to base rush etc.
- Posts
- 58
- Location
- Canada
- Joined
- 14 November 2012
- control room powernode is kinda easy to hit
- rooms in general dont' flow
- shaft is a bad room, too random
- east wing is long and blah
- a lot of rooms seemed designed more for looks than gameplay
Overall thoughts from my team:
The map layout is generally fine, but the rooms are kinda bad. it all feels like boxes with stuff just jammed into it. Unless a lot of work was done on the rooms/hallways its not particularly good.
- Posts
- 311
- Location
- United States of America
- Joined
- 24 June 2012
Very "fast" map. What I mean is with as many resources nodes, a balanced set of teams can tech up really fast. I found this pretty fun and refreshing (after slow maps like tanith). I'll leave the room polish to field players.
- Posts
- 311
- Location
- United States of America
- Joined
- 24 June 2012
Also there are a significant number of med/ammo problem spots. Commander perspective can be interfered with by ceiling props.
Over.Extension
- Posts
- 16
- Location
- United States of America
- Joined
- 30 August 2013
This was probably my favorite map of the custom map cup. I agree with Simba about it being a "fast" map; that is, it's easy to get a lot of res quickly. The high res actually made it easy for games to stretch on for a long time, but I found those games very enjoyable. I also think the symmetry works really well for this map. It feels like a more symmetric version of tram with an extra res node in Hub, and it plays differently enough that it's really worthwhile.