Post-Launch Prison Station map feedback

Generic, on-topic discussion about Colonial Marines.
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Vispain
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Re: Post-Launch Prison Station map feedback

Post by Vispain » 30 Dec 2017, 23:08

Survivor wise this map is great however the difficulty level just really isn't there for survivors...(can't believe I just said that the difficulty for survivors needs to be higher but its true). I can say that survivors have a really easy time fortifying and surviving.
Another thing. I think the timed lockdown may need some work. It can be tedious and but I believe it is in some form necessary.
Weeds should be able to spread anywhere.
Gameplay wise it is better than Ice for me. I love it and I love the textures on it. Great job.
Finally, perhaps some form of direction source is needed. The area can be labyrinth like at times and overall I think the map may be too long at times. Although that may just be me. Very well done anyways. Playing this map is never boring for me.
Overall 8/10.
Great work on this map. Really just minor stuff that honestly may not even need be changed if touched at all.

EDIT: Lag can spike at times and be pretty bad on this map. Widespread for everyone I'd say. Maybe its just the CQC with lots of people moving around and fighting at once but eh...not sure. Could be something else.
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Re: Post-Launch Prison Station map feedback

Post by misto » 20 Feb 2018, 19:47

you know, ive been doing some thinking about prison station and i came to a funny realization

with its blocky design, and heavy level of human habitation, it is almost the "urban map" that people keep saying they want. think about it - the corridors are like wide streets, the narrow halls are like alleyways, the prison yard is like a park, and the various rooms and sections of course are like buildings. perhaps with a little finagling it could be converted into a planetside colony unit that the rocinante crashed into, and that would also dismiss the funny questions of how things like OBs and CAS don't blast the station apart

well, just a thought, have niceu day
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Re: Post-Launch Prison Station map feedback

Post by HKO2006 » 21 Feb 2018, 00:47

I like Prison.
You can potentially flank everywhere you want. This goes for both sides, marines can OB/CAS everywhere and Xeno can melt any wall.
Engineers can really shine in Prison, so many vents to weld, fix APCs and light then you can light up the place, place a mine in two-tile corridor with a marine then you have denied T1 (maybe T2) flanking.
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Re: Post-Launch Prison Station map feedback

Post by thatguyfromlife » 21 Feb 2018, 01:37

The problem I see the most is marines keeping the FOB in the entry hall. Prison is a cramped map compared to the rest, and leaving the FOB at the LZ just makes it too small. Instead of expanding it out into halls, marines just add more and more layers and doors, leaving it an actual maze to walk about 50 feet. And no one ever thinks about tcomms or the LZ itself, leading to xenos flanking it every time. Marines love to use the halls to flank while attacking, but forget them when defending. Its quite strange.
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Re: Post-Launch Prison Station map feedback

Post by solidfury7 » 21 Feb 2018, 07:48

I personally think that LZ2 would be a thousand times better if they moved it elsewhere.

I feel like it's wasted being do close to LZ1 and if it was in a more polarising location, it could shake up the round for better for both teams.
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Re: Post-Launch Prison Station map feedback

Post by misto » 21 Feb 2018, 23:22

youre right, lz2 is a real afterthought. maybe if the research and medical sections were shifted to the right, the lz2 could take their place a little farther to the left? the south side of the station feels kind of out of the question because it is already dominated by features like the monorail track, rocinante, etc.

or maybe the xeno hive start location could be moved into the center of the station and lz2 could be in the west end in the huge open space in civ residences, but that now demands the xenos fight an even more multifront war. since prison station is made up of mostly narrow hallways it would be manageable, but still a challenge boost
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Re: Post-Launch Prison Station map feedback

Post by HKO2006 » 05 Mar 2018, 06:47

I like the space tiles around Prison Station so I (as a ghost) can observe the battle without all the firing message spamming the log and I can actually see communication.
The ones between VIP and Civ, in Civ, between Yard and VIP, around Yard, west of Canteen, Max Sec, LZ1 FOB. I can basically watch the whole round play out in space.
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Re: Post-Launch Prison Station map feedback

Post by Jonesome » 07 Mar 2018, 00:34

The pros are the creepy alien-isolation vibe it gives off, the claustrophobia and tense close quarters engagements that are a hallmark of the Aliens series. The narrowness of the corridors also means marines have to use different tactics and play more cautiously instead of just blobbing themselves at the xenos.

The cons are that FF is 10x worse, and It’s a little immersion-breaking to play with all the CAS and OBs. I think it would be more unique with an atmos system.
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Re: Post-Launch Prison Station map feedback

Post by misto » 11 Mar 2018, 05:12

why do you even bother with the timelocked doors when everyone has memorized which maintenance halls to take to get you around them
blease upvote to help demand that ice colony be made consistent between its levels. https://gitlab.com/cmdevs/ColonialMarines/issues/2688 blease upvote

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