Ice Colony feedback

Generic, on-topic discussion about Colonial Marines.
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Toroic
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Ice Colony feedback

Post by Toroic » 11 Jul 2016, 15:37

After playing a very long and boring game on the ice map, it is painfully clear that this map is destined to be a horrible turtle-fest.

Both teams need to camp the ladders and elevators, and it takes a very long time to clear out the deep snow on the surface so weeds can grow. Given that the dropship is right in the middle of everything, and the map is so incredibly camp-heavy, it becomes impossible for xenos to hold anything on the surface.

Because the rounds are so slow, marine latejoin keeps their numbers up despite heavy losses. Xenos get over-evolved and either ghost or get bored and do stupid things to try to make something, anything happen. Marines do the same thing with low number assaults that aren't successful.

There are 5 areas that marines can attack from, 3 ladders and 2 elevators, but all of them are pretty unfavorable and easy to camp both sides of.

Also, xenos can get stuck in snow, meaning they won't fight in it.


I think if you want to keep Ice colony in rotation and not have rounds go 4-5 hours regularly, everything needs to be on the same Z level and not have the hive and surface so easy to camp for both sides.
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Re: Ice Colony feedback

Post by Neray » 11 Jul 2016, 15:38

O - OP
K - Keep
Y - Your
S - Salt
L - Low

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Re: Ice Colony feedback

Post by Toroic » 11 Jul 2016, 15:40

Neray wrote:O - OP
K - Keep
Y - Your
S - Salt
L - Low
The point of an acronym is to spell something, last I checked.

Did you actually have feedback to provide or just doing low-effort trolling?
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Re: Ice Colony feedback

Post by Feweh » 11 Jul 2016, 15:42

It is very noticeable that the rounds are slower on this map.

As of right now its fine... but improvements will come. People are roleplaying a lot more now at least.

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Re: Ice Colony feedback

Post by Monoo » 11 Jul 2016, 15:43

The underground is the best part of the ice map, I think. We need to either make the above ground map smaller or do something to force the marines to go underground and carve out an FOB there.
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Re: Ice Colony feedback

Post by Sarah_U. » 11 Jul 2016, 15:51

Set up an underground annex and link it to the underground with a few maintenance tunnels? If aliens camp both areas then they'll be split and same goes to marines... But at least marines wil have an easier time making a bridge-head to start pushing and action will happen.

Otherwise I'm fine with the map. A few changes here and here and making it more entertaining to survivors are the only things I can think of... Great map ^^
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Re: Ice Colony feedback

Post by Bigchilly » 11 Jul 2016, 15:53

Xenos own the underground, ladders are camped with huggers, and elevators are glitchy and i once saw 13 dead marines just come down for no reason on the elevator. We were so scared that something happend to it so we assumed the "gods" had something to do with it.
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Re: Ice Colony feedback

Post by ShortTemperedLeprechaun » 11 Jul 2016, 15:54

Feweh wrote:It is very noticeable that the rounds are slower on this map.

As of right now its fine... but improvements will come. People are roleplaying a lot more now at least.
It's true. I see more rp on the icemap, because it forces it to happen with it's unfavorable assault conditions.
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Re: Ice Colony feedback

Post by monkeysfist101 » 11 Jul 2016, 16:00

Personally, I feel like it's a bit too early for the community to have a solid impression of the map. From what I've seen, the marines have been attacking from the same angle every time from the same elevator.The reality, though is that it's a different dynamic than the jungle map. Lazarus has the xenos attacking while Whoville has the xenos defending. Once the players adjust, the pace will quicken.
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Re: Ice Colony feedback

Post by KingKire » 11 Jul 2016, 16:06

the surface map is a wee bit too spread out i would agree with. Right now the map is a little too unorganized.
-The buildings need to be grouped up a little more into nodes. The current layout is spread out to such a degree that its hard to tell your in one area of a map vs. the other.
- Minimizing the map to a tighter layout would be good since there is an additional layer underground that is already pretty large.

-Having the roads be a little more defined would be nice, the weed spread looks pretty silly to see it only occupy this narrow 3 tile area when there is similar terrain right next to it. Maybe a different color to define roads as well, a darker appearance in general

- Snow barricades look very yellow, are the marines pissing on it to freeze it in place?

- A little more color difference or texture difference in snow levels. Its hard to tell what is heavy amount of snow vs. a light amount of snow.

-Actually never mind, the snow looks okay but the similarity between ice wall and snow is way too close in texture and color. I would suggest defining the roads a little better, and defining the ice walls a little better ( long white streaks in them to define their "wall" nature maybe?). the snow layers look good for what they are.

-Building interiors need to be fixed up a little more in terms of layout. Main hallways need to be more defined while rooms need to be more organized in a expected fashion.

Tightening up the map to more focused nodes i think would really help the flow of the map.
Last edited by KingKire on 11 Jul 2016, 16:14, edited 2 times in total.
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Re: Ice Colony feedback

Post by Casany » 11 Jul 2016, 16:10

Honestly, this map provides a lot more RP the the jungle map. My first round, the first public ice map round, I had a great RP experience where I went down the elevator with a scout squad and we were attacked. It provides a lot more atmosphere, atmosphere that the jungle map has lost because of over use. The map is just fine, I like the unorganized feel of it, but the snow levels and paths do need a little extra definition
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Re: Ice Colony feedback

Post by Toroic » 11 Jul 2016, 16:12

Casany wrote:Honestly, this map provides a lot more RP the the jungle map. My first round, the first public ice map round, I had a great RP experience where I went down the elevator with a scout squad and we were attacked. It provides a lot more atmosphere, atmosphere that the jungle map has lost because of over use. The map is just fine, I like the unorganized feel of it, but the snow levels and paths do need a little extra definition
The reason you get more RP is because neither side can effectively attack, so everyone is just sitting around. Why wouldn't you RP?

Of course, it's much harder to RP as a xeno because we don't have consistent names or numbers, so unless you LOOC are chatting with another player you don't have anything to talk about.
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Re: Ice Colony feedback

Post by Casany » 11 Jul 2016, 16:16

monkeysfist101 wrote:Personally, I feel like it's a bit too early for the community to have a solid impression of the map. From what I've seen, the marines have been attacking from the same angle every time from the same elevator.The reality, though is that it's a different dynamic than the jungle map. Lazarus has the xenos attacking while Whoville has the xenos defending. Once the players adjust, the pace will quicken.
Sorry for the double post XD! But I would like to add that from what I've seen the only good way TO attack is from the research elevator or the other elevator. Aliens tend to camp the ladders, and one round they put stacks off huggers around the ladders so anyone that went down and moved would be insta hugged. But that's just my opinion. And to respond to Toric, that is a valid point, but what's wrong with a little RP? The RP on this map isn't just because we have time on our hands but because of the detail, and atmosphere that this map has. Yes I know the XENOS can't RP as well but there is a plethora of things to do as a XENOS that doesn't involve killing.On the jungle map I personally never have time to get a word out before its explosions and hissing and gunshots ETC, but here there is ample time for it. Also, bexause this map is so slow paced the attacks that do happen are usually better then on the jungle map. Jungle is for fast passed action, ice is for slow RP with big fights in between
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Re: Ice Colony feedback

Post by Toroic » 11 Jul 2016, 16:21

Casany wrote: but what's wrong with a little RP?
I'm all for a little RP. But 4 hours with the front lines being consistent for about 3 of them is not "a little RP." That's a deadlock.
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Re: Ice Colony feedback

Post by Neray » 11 Jul 2016, 16:45

Toroic wrote: The reason you get more RP is because neither side can effectively attack, so everyone is just sitting around. Why wouldn't you RP?
Map is up for like, 2nd day. It's new, it's fresh and people don't know any special tactics. That's why it takes so long for either side to finish enemy off. I m p r o v i s a t i o n.

You're basically asking Apop to remove map until he'll run it for few more months with small party of testers (again). Keep it cool, everyone is happy about new environment, bugs and other unbalanced things will be cleaned up eventually.

Google what !!FUN!! means, by the way.
4 hours with the front lines
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Re: Ice Colony feedback

Post by RoswellRay » 11 Jul 2016, 16:49

Just here to state my opinion that I don't think the surface needs to be smaller. It's so fun and freaky to be a small team moving to another section knowing if yiu got attacked it would take a long time for rescue. And as a survivor it makes my dick harder than the ice we cant pick.

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Re: Ice Colony feedback

Post by Snypehunter007 » 12 Jul 2016, 09:56

As of yesterday, only 3 ice map rounds were played starting from 9 AM (EST) to about 11 PM (EST). Each round lasted about 4 hours and the consistent problem was the inability for marines to carve out a FOB in the underground. I think we need to really look at that problem because of how consistent the problem was.
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Re: Ice Colony feedback

Post by Steelpoint » 12 Jul 2016, 10:05

Firstly the ice roads need to be far more easily visually distinguishable, moving around the colony would be easier for everyone (new people especially) if you can at least notice there are actually roads linking every building, I failed to notice that initially.

-----

Secondly I dislike the underground level. I love the concept but the execution is lacking due to the face the only way in is via ladders or elevators, both being deathtraps.

Perhaps it can be resolved, but I think one solution is to physically connect the underground lab with the surface via simply remapping the overworld and making the research base connect directly to the colony at the north end (or south end).

We can retain some elevators as a sort of way to allow Marines to get in via alternative entrances, but there should be a big main entrance that to the front of the research base that at least lets Marines get a foot hold.
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Re: Ice Colony feedback

Post by Toroic » 12 Jul 2016, 10:07

Steelpoint wrote:Firstly the ice roads need to be far more easily visually distinguishable, moving around the colony would be easier for everyone (new people especially) if you can at least notice there are actually roads linking every building, I failed to notice that initially.

-----

Secondly I dislike the underground level. I love the concept but the execution is lacking due to the face the only way in is via ladders or elevators, both being deathtraps.

Perhaps it can be resolved, but I think one solution is to physically connect the underground lab with the surface via simply remapping the overworld and making the research base connect directly to the colony at the north end (or south end).

We can retain some elevators as a sort of way to allow Marines to get in via alternative entrances, but there should be a big main entrance that to the front of the research base that at least lets Marines get a foot hold.
That would both make it easier for marines to move in and xenos to move out. Remember, the current entrances are deathtraps for both sides, which is why things stagnate.
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Re: Ice Colony feedback

Post by Fritigern » 12 Jul 2016, 13:11

My suggestion would be to massively cull the unused space from the top portion of the map and possibly double the amount of ladders. A fluffy, though practical suggestion, would be to add a teleportation pad on the crashed alien space ship connected to an underground lab in the complex, effectively creating a third elevator-like entrance while also justifying the existence of a completely empty and never explored alien ship.

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Re: Ice Colony feedback

Post by Feweh » 12 Jul 2016, 13:16

Fritigern wrote:My suggestion would be to massively cull the unused space from the top portion of the map and possibly double the amount of ladders. A fluffy, though practical suggestion, would be to add a teleportation pad on the crashed alien space ship connected to an underground lab in the complex, effectively creating a third elevator-like entrance while also justifying the existence of a completely empty and never explored alien ship.
Preds might be spawning in it and using it as a lodge so itll get purpose.

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Re: Ice Colony feedback

Post by Casany » 12 Jul 2016, 13:19

Feweh wrote: Preds might be spawning in it and using it as a lodge so itll get purpose.
They are spawning and using it as a lodge. Also, it provides amazing RP situations when you find it.
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Re: Ice Colony feedback

Post by Steelpoint » 12 Jul 2016, 13:24

On some more sensible suggestions.

----------------
  • Remake the Marine landing zones to be viable for fortification as FoBs. The Jungle Colony LZs are viable due to them being right next to vital structures and areas that are already well suited for fortification, currently both LZs spawn away from important buildings and are utterly barren and open, forcing Marines to set up sub-par FoBs around the Dropships to have a stable supply line at all.
  • Add in a third Elevator in the far south east side of the Research Base. Right now both Elevators are somewhat close to the area the Aliens set their hive, yet the south east corner of the base is mostly untouched by the Aliens and would be a perfect alternative area for Marines to push in and set up.
  • Open up the elevators. More so make the elevators open up in more directions so they are not a cramped death trap for Marines.
  • Add sign posts around the Ice Roads that point towards vital structures.
  • MAKE FACEHUGGERS ACT AS INSULATORS EVEN WHILE DEAD! Getting facehugged is a death sentence in the cold.
  • Telecomms should be functional irrespective of the power, we can assume the Sulaco comms works far enough down on the planet. No comms is horrible.
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Re: Ice Colony feedback

Post by Tristan63 » 12 Jul 2016, 18:47

I lost my coif outside for 20 seconds and had braindamage and blindness.
I think someone should look into that.

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Re: Ice Colony feedback

Post by apophis775 » 12 Jul 2016, 19:25

Tristan63 wrote:I lost my coif outside for 20 seconds and had braindamage and blindness.
I think someone should look into that.
Sounds like someone dosed you with Tricord and Dylo at 60u.
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