Big Red

Ultimate badasses.
Post Reply
User avatar
TehSpoderman
Registered user
Posts: 979
Joined: 05 Feb 2017, 22:10
Byond: TehSpoderman

Big Red

Post by TehSpoderman » 27 Apr 2017, 16:46

Do you think that Big Red is a balanced map? or do you think it needs some adjustments for it to be fun?
Duke 'Oddshot' Stroh - The Bamboozler
Mentor: June 5th - September 1st
Check out my mapping dumping grounds: http://www.colonial-marines.com/viewtop ... 14&t=14204 . It's where people share their mapping projects and ask for feedback. Check it out pls <3

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Big Red

Post by Sarah_U. » 27 Apr 2017, 16:48

It'd be cool if T-Comm wasn,t APC-dependant. Even if it's at LZ1, I've seen low-pop / high-pop round where xenos achieve taking out Tcomm and due to bad cohesion or the lack of engineers able to navigate there (For any reason), communications (including pred-comm) got taken out and it was a true shitfest.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Big Red

Post by Renomaki » 27 Apr 2017, 16:55

Well, on the one hand, it is a lot better than Ice, since the map is a single level map rather than a double level map, meaning xenos can't just camp ladders and turn them into hellholes for marines to jump down and die in.

However, there are a few things that I don't really like about it so far.

1: Just like with Ice, the map starts with comms off. While getting the power on is all you really need to do to get it back online, it can make mission start a bit of a hassle, moreso if the xenos decide to attack before you get the power up. I know it is supposed to make things more scary, but I like being able to organize my squad upon landing, since it is so very easy for squads to fall apart the moment you land.

2: Without good indicators, it is hard at first to figure out which dropship goes where. Before, it was easy to see where which ship went, since the dropship always went to LZ1 and the pod to LZ2.. But now that they are BOTH dropships, now we have to figure out which dropship goes where, and since there are no easy markers on the map as of current, I feel like you'd have to either remember from experience or ask a mentor for a reminder before setting up any battleplans.

3: Lack of proper landmarks makes direction a lot harder, even with a map. Everywhere you go feels the same on the outside, I kinda wish we had some larger items on the map that could act as landmarks to help clue marines as to where they are. What those might be, I dunno, but if the devs could think somethin up, that would be nice. Would also be nice once they finish the map up and name every location on the map to make tracking easier.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
Bigchilly
Registered user
Posts: 172
Joined: 27 May 2016, 21:23

Re: Big Red

Post by Bigchilly » 27 Apr 2017, 18:02

I Thought marines had to set up comns on my first round, turns out just during briefing young runner 420 broke in and slashed the apc to death, would be nice if tcomns wasn't dependent on that APC.
| Flitz 'Rook' Waldmuller |

User avatar
TehSpoderman
Registered user
Posts: 979
Joined: 05 Feb 2017, 22:10
Byond: TehSpoderman

Re: Big Red

Post by TehSpoderman » 27 Apr 2017, 18:17

Bigchilly wrote:I Thought marines had to set up comns on my first round, turns out just during briefing young runner 420 broke in and slashed the apc to death, would be nice if tcomns wasn't dependent on that APC.
wait is this late into the round?
Duke 'Oddshot' Stroh - The Bamboozler
Mentor: June 5th - September 1st
Check out my mapping dumping grounds: http://www.colonial-marines.com/viewtop ... 14&t=14204 . It's where people share their mapping projects and ask for feedback. Check it out pls <3

User avatar
David Attenbruv
Registered user
Posts: 111
Joined: 25 Apr 2017, 14:18
Location: London, UK
Byond: DavidAttenbruv

Re: Big Red

Post by David Attenbruv » 27 Apr 2017, 18:25

I like Big-Red, personally however. Even with a map uploaded to the Wiki which makes it incredibly more easy to get around, I still get lost. Maybe it's only me that's being dense and can't navigate for shit. Though I still get lost af.
Image "It's almost Harvesting Season." -M&B:Warband2k10 +1 Charisma Point approved by Jroinc1
[1:52 AM] Snypehunter007: 10/10 Snypehunter endorsed.
"I can confidently say that you are not bald."- NoahKirchner

User avatar
TehSpoderman
Registered user
Posts: 979
Joined: 05 Feb 2017, 22:10
Byond: TehSpoderman

Re: Big Red

Post by TehSpoderman » 27 Apr 2017, 18:30

David Attenbruv wrote:I like Big-Red, personally however. Even with a map uploaded to the Wiki which makes it incredibly more easy to get around, I still get lost. Maybe it's only me that's being dense and can't navigate for shit. Though I still get lost af.
maybe because everything looks the same
Duke 'Oddshot' Stroh - The Bamboozler
Mentor: June 5th - September 1st
Check out my mapping dumping grounds: http://www.colonial-marines.com/viewtop ... 14&t=14204 . It's where people share their mapping projects and ask for feedback. Check it out pls <3

User avatar
elantzb
Registered user
Posts: 95
Joined: 11 Jul 2016, 00:36

Re: Big Red

Post by elantzb » 30 Apr 2017, 14:57

I think that more exterior doors need labels for what their building is. This at least helped me start to understand the layout of Ice Colony.

Marcus Jackson
Registered user
Posts: 154
Joined: 08 Dec 2016, 21:44
Byond: Trungledorf

Re: Big Red

Post by Marcus Jackson » 30 Apr 2017, 20:26

I like the size, the building layouts, and the endless possibilities... but everything looks the fucking same.
Image

User avatar
Swagile
Registered user
Posts: 1149
Joined: 19 Jan 2017, 11:56
Byond: Swagile

Re: Big Red

Post by Swagile » 30 Apr 2017, 22:03

To be honest, I think the major thing that makes Ice and LV so easy to identify the buildings in is because there are so many windows / openings into said buildings. So even without the airlocks in and out being marked, you could tell what the building was from either the floor tiles, the machines / terminals inside, the vending machines inside, and/or the dead corpses inside (Engineer corpse in Engineering on Ice is a nice touch).

On Big Red, however, a lot of the buildings are either storm shuttered, barricaded off, or completely shut off (r-walls at Engineering), so you usually can't tell what the building contains unless you enter it or if you know the map really well.

I imagine this feeling of disorientation will stop when people play the map long enough and look at the map constantly, but its definitely less player friendly than LV and Ice are.
Image

User avatar
Nick123q23
Posts: 455
Joined: 07 Jul 2015, 12:44
Location: LV-1201
Byond: Nick123q23

Re: Big Red

Post by Nick123q23 » 29 May 2017, 22:04

It could use some signs telling what each area actually is.
Player of faceless xenomorphs of the species XX121, Miranda 'Mira' Laporte, Daniel Gryphon, Kia and Akl'iiya Quatza-rij
Proudly played as and won a round as an Ancient Empress

Post Reply