Desert Dam General Discussion

Generic, on-topic discussion about Colonial Marines.
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Emeraldblood
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Desert Dam General Discussion

Post by Emeraldblood » 04 Dec 2018, 15:19

To share your experience of the new map with the community, complain about everything, and responsibly shitpost about it.

If you want to ask questions to the devs about the map, do so here.
If you have any bugs to submit, post them here.

A short list of credits for who helped do what part of the map:

Spriting: Nicboone | Ribbonflex
Original Map Creator: Ribbonflex
Additional Map editors: Ravingmaniac | Awan | Cakey
Coding: Ravingmaniac (water filtration) | Chowder Mcarthor | Awan | NethIafins | Spookydonut

And thanks to all CM past and present devs for their hard work at creating this map, big or small!


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Re: Desert Dam General Discussion

Post by TopHatPenguin » 04 Dec 2018, 16:38

The water filtration is great. I really god damn like how smooth it is.

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Re: Desert Dam General Discussion

Post by Mister Jeether » 04 Dec 2018, 16:40

I really enjoyed it. The play style of it makes it unique, specially with the whole insta death water :^)
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Re: Desert Dam General Discussion

Post by TheMaskedMan2 » 04 Dec 2018, 16:41

Opinions on map so far, plus issues and general suggestions.

1. Weeds should grow on those rock/cave walls. Please. Spook factor.
2. Marines should use a different palette of sprites for their armor, I personally vote we use the Dust Raider set for WO, I imagine it's as simple as just... swapping it over?
3. Will Survivors be able to rush filtration and meme it and how can we prevent this?
4. River is great and I love it, don't tone it down, force Marines to actually activate filtration.
5. How defensible is the LZ? Are FOBs even viable here? Tcomms is definitely very defensible, but the LZ's are exceedingly wide open, will this be a map where an FOB actually isn't needed and they fortify a much larger area away from the dropship? Admin seems decently defensible.

Also, I actually like the size, I think it's a good map, don't make it smaller, I really don't have many complaints about it and I think it will work great. Marines and Xenos will be forced to fight all around the map as Xenos attempt to defend filtration/Marines try to activate it. As for the whole issue of "Delayyyliens" perhaps just make bioscans come sooner and reveal more than one location perhaps?

As well I enjoy the Tank being back but I still have my personal gripes about a few features of it that make it slightly too overpowered.
-Perma stun crush. This isn't fun for Xenos that can literally only attack from melee, the chance of it turning on a dime and stunning you for 3+ minutes. It's literally enough time for the tanker to get out of the tank and shoot you to death. It's silly. I vote we remove the stun and make it kind of like defender tailsweep. Pushes you away and does damage. Obviously up the damage a lot. It should chunk it hard. Just replace the stun with damage.
-LTB Artillery - This just sucks for players that spend over an hour getting to a certain caste to be one-shot gibbed from across the map. I'm not sure how to nerf this without making it useless and keeping the tanks power levels though. Less range on Artillery? Weaker LTB?
Otherwise the vehicle is fun and i'm glad to have it back, even if it's only for this map. APC when?

tl;dr
Legitimately favorite map.
10/10

Only issues I have are barely related to the map itself and just little tidbits.
Last edited by TheMaskedMan2 on 04 Dec 2018, 17:27, edited 2 times in total.
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Re: Desert Dam General Discussion

Post by KingKire » 04 Dec 2018, 16:41

The map is too hot. Please dispense ice cups for all marines as standard issue.

(I didnt play the map, i just wanna shitpost)
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Re: Desert Dam General Discussion

Post by Ranged66 » 04 Dec 2018, 16:42

It seems like there was no way to shut down filtration once it has been enabled. This makes it something worth defending as xeno, until it's turned on upon which it is something completely irrelevant.
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Re: Desert Dam General Discussion

Post by Emeraldblood » 04 Dec 2018, 16:42

Map is too hot, please replace it with ice colony
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Re: Desert Dam General Discussion

Post by Boersgard » 04 Dec 2018, 16:46

TheMaskedMan2 wrote:
04 Dec 2018, 16:41
As for the whole issue of "Delayyyliens" perhaps just make bioscans come sooner and reveal more than one location perhaps?
Give CO/XO/SO tacmap pings on alien locations once a critical threshold is reached (e.g. ratio of 1 xeno : 10 marines or whatever).

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Re: Desert Dam General Discussion

Post by awan » 04 Dec 2018, 16:47

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Last edited by awan on 04 Dec 2018, 16:47, edited 1 time in total.
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Re: Desert Dam General Discussion

Post by Sora9567 » 04 Dec 2018, 16:47

I imagine that this will be an obvious one, but perhaps make it a LOT more obvious that the radioactive water is bad, either through warning signs placed around, or something indicates it through examine text. I saw way, WAY too many people just walk into the water even after Command said that the water is NOT good.

Also, maybe some sort of minor debuff for xenos when they cross radioactive water, such as a minor decrease to speed or delayed growth, to perhaps give a tradeoff for "try and defend filtration and keep an avenue of attack, or let them fix it so we can cross without punishment."
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Re: Desert Dam General Discussion

Post by Build_R_ » 04 Dec 2018, 16:48

The new sprites were absolutely gorgeous, the mechanics of the river were unique and the size of the map made it pretty fun.
Melting entire trucks with weak acid is fun too
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Re: Desert Dam General Discussion

Post by Luizx_ » 04 Dec 2018, 16:49

Map is great. It's big and opens up the battlefield for many engagement spots. Water with acidic AIDS is fun, good gimmick to force the marines to do something more than just fighting (activate the filtration). In relation to the Tank, it's unbalanced as FUCK but this map was made for some time of vehicle, I wish we had APCs (not only for this map).

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Re: Desert Dam General Discussion

Post by Aceluke123 » 04 Dec 2018, 16:49

Emeraldblood wrote:
04 Dec 2018, 16:42
Map is too hot, please replace it with ice colony
Approved.
Implement it right away.
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Re: Desert Dam General Discussion

Post by Rikman » 04 Dec 2018, 16:51

WHAT THE FUCK DID I FUCKING MISS A GODDAMN NEW MAP IM FUCKING KILLING MYSELF GOD FUCKING DAMNIT
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Re: Desert Dam General Discussion

Post by JJG » 04 Dec 2018, 16:51

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Re: Desert Dam General Discussion

Post by Build_R_ » 04 Dec 2018, 16:58

JJG wrote:
04 Dec 2018, 16:51
Image

Image
what am I looking at?
Rikman wrote:
04 Dec 2018, 16:51
WHAT THE FUCK DID I FUCKING MISS A GODDAMN NEW MAP IM FUCKING KILLING MYSELF GOD FUCKING DAMNIT
There was a.. lot of announcements about it.
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Re: Desert Dam General Discussion

Post by JennerH » 04 Dec 2018, 17:01

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Re: Desert Dam General Discussion

Post by JJG » 04 Dec 2018, 17:02

JJG wrote:
04 Dec 2018, 16:51
► Show Spoiler
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I thought it was self explanatory.

1. The sand/desert is too orange. It makes cloaking less useful and it also just doesn't look that great. It should be desaturated.
2. That wall sprite is just super busy with all those black lines and gives me anxiety to look at.
Last edited by JJG on 04 Dec 2018, 17:08, edited 2 times in total.
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Re: Desert Dam General Discussion

Post by awan » 04 Dec 2018, 17:04

The first one I thought was about the fence fencing in part of the cave.
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Re: Desert Dam General Discussion

Post by Ketrai » 04 Dec 2018, 17:49

I'm just wondering if filtration can be shut off by benos.

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Re: Desert Dam General Discussion

Post by Snypehunter007 » 04 Dec 2018, 18:13

Huh, there is where all of the repurposed walls and sprites from my map went.

I was wondering.
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Re: Desert Dam General Discussion

Post by KingPhilipIII » 04 Dec 2018, 18:42

I can now brag for an eternity that I won the first round on the new map, and I'm also an expert dropship pilot that squished 22 marines in the crash.
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Re: Desert Dam General Discussion

Post by misto » 04 Dec 2018, 23:54

very interesting concepts. like the environmental hazard especially. however, further critique will have to wait until the playerbase familiarizes itself. the risk of unbalanced design will not be truly apparent until players are acquainted and can try strategies

sign postage along the roads and pathways giving directions to different places might be a cute feature

i noticed the presence of what appeared to be a functioning power loader in one of the planet side garages. this presents possibilities for survivors that i hope you will permit them to experiment with. not just "hit alien with loader claw" either - provide some liftable and droppable objects for them to try to block paths and fortify with.

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Re: Desert Dam General Discussion

Post by Bancrose » 05 Dec 2018, 00:10

Everything looks good, and it has that Iraq/Gulf War Aesthetics that I enjoy.

My only critique or complaint is the size would totally promote xeno delay.

Also maybe some uniforms that match this map, we already have a sort of tan/beige uniform but this one honestly deserves one.

The LZ's also seem pretty hard to defend.
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Re: Desert Dam General Discussion

Post by WinterClould » 05 Dec 2018, 03:30

I think the LZ being hard to defend could be a good thing. If it has enough room around it then it could actually be good for xenos to ambush people leaving the FOB running to evac or people dropping into a hot LZ and needing to work together to get to the FOB.

We've already got maps with very strong LZs like Ice, prison, big red. Would be nice to have a map where the LZ isn't your main holding spot and could actually be kinda dangerous. LV kinda fucked this up by making the area left of the LZ kinnnndddaaa okay to hold but kinddddda trash at the same time while also making the nexus an interesting place to hold that the meta has abandoned because people suck dick.
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