pubstars
- Posts
- 225
- Location
- Germany
- Joined
- 27 September 2009
i like the change to purification station and to upper sewer good job there also the long hallway @satans...
is fixed but maybe still a bit shit for an onos to escape
- Posts
- 58
- Location
- Canada
- Joined
- 14 November 2012
marine naturals are still too far away, and central is still too important because the paths are really short from the middle to the edges.
something funny
- Posts
- 2
- Location
- United States of America
- Joined
- 2 April 2013
Recently played a pug on map. I don't think Aliens should spawn in Generator (top right). It seems way to easy to cut off alien expansion at Auxillary while dealing with pressure at the hive. I know all spawns have their pros and cons as well as counters but this spawn feels like it has the problem associated with close spawns such as on maps like Summit. South spawns just feel more appropriate.
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- Modder
- ns2_caged - SwS
- Posts
- 39
- Location
- Netherlands
- Joined
- 14 September 2012
With Caged being played in Week 7, I'd like to remind everyone that feedback is very welcome. I'd like to hear any and all issues players have with the map. So far, this season, the competitive feedback has been absent, but I know there are strong opinions out there. Let me have it plx.
Div2orDisband
- Posts
- 46
- Location
- Bruges, Belgium
- Joined
- 6 April 2013
Generator needs to connect a bit better to the center of the map. It feels a bit too far away compared to other spawns. Maybe you could move the entire north-east side a bit closer to the center, so it's less isolated. Also sewer hive still is a problem because it only has one true natural RT. I'd suggest adding another RT between upper waste and sewer, and move upper waste a bit closer to marine base.
Laneblocking for marines is very hard on this map, because there are more or less 3 lane reaching directly to the hives (with that I mean you can get to the center before you pass a natural RT as alien).
A good alien team will be able to win with baserushes when marines apply early game pressure on multiple sides or marines stay more defensive and are not able to pressure and leave res to the aliens
(partly quoted from a prem div player)
ELOgain
- Posts
- 44
- Location
- Germany
- Joined
- 31 March 2014
- the left/middle rt should be more close to marine start
- the left bottom spawn of aliens is too close to the rt (purification?) on the right side (maybe put the spawn a bit up)
- remove the way from the middle to that rt (purification?) (better laneblocking possible like on the right side)
- the way between the top/middle rt to the next rt on the right is to far compare to others
- dont remember completly about the map (have no pic), but I guess some of the vents allows aliens to cut long ways to hard.
ELOgain
- Posts
- 44
- Location
- Germany
- Joined
- 31 March 2014
I like the changes you did.
But now there are too many rts on the map and the left/bottom alien spawn is still too near to the rt on the right hand side.
GIEF ROBOT
- Posts
- 25
- Location
- Europe
- Joined
- 6 July 2014
We played against Handwashers tonight and I can confirm 2 and 4. As comm I saw lots of player name and health bars at one point (don't think the others did though).
The rounds were fun though. Balanced and long.