Sector 95
Sector 95
Just played this map for the first time today, and I have to say, I REALLY LIKE THIS MAP!!!
The middle of the map is well designed and finally, I mean fucking finally, its a map where you can flank like a boss!
So, congrats to whoever made that map, it is VERY GOOD.
Now, with that said, there is a major problem. Frontal base rape is not only possible, but it is super easy. A ranged blob can easily move forward and suppress/shoot and base rape in a rather rapid fashion.
If this issue can be dealt with without changing the map, then I consider this to be a competitive map of the highest level.
The middle of the map is well designed and finally, I mean fucking finally, its a map where you can flank like a boss!
So, congrats to whoever made that map, it is VERY GOOD.
Now, with that said, there is a major problem. Frontal base rape is not only possible, but it is super easy. A ranged blob can easily move forward and suppress/shoot and base rape in a rather rapid fashion.
If this issue can be dealt with without changing the map, then I consider this to be a competitive map of the highest level.
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crazyman64335

- Posts: 329
- Joined: Mon 06 May, 2013 2:15 am
Re: Sector 95
yea tell me about the whole frontal base rape.......
Re: Sector 95
I don't think I've seen a single match on this map, I know how it looks vaguely but that's it. Why is it so easy, could it be fixed by moving HQs/turrets or does it need more work?
Re: Sector 95
While on topic of Sector 95, if anyone can fix the preview for the map, that will be awesome. The preview falsely makes the map look tiny.
><%FiSH((@>
Re: Sector 95
Lulgrim wrote:I don't think I've seen a single match on this map, I know how it looks vaguely but that's it. Why is it so easy, could it be fixed by moving HQs/turrets or does it need more work?
the 2 HQ distance is the shortest i think of all the maps without path blockers, or atleast from mid VP
hq and turets are open , more vulnerable, there is no obstacle front of them
Farseer/Doombringer/Falcon/Mindwar IGN: Ypulse
Re: Sector 95
JoC?Faultron wrote: the 2 HQ distance is the shortest i think of all the maps without path blockers, or atleast from mid VP
Re: Sector 95
Yeah, it has been my little guilty pleasure for so long now. Maybe now I can just embrace this map and play it in public lobbies 
I agree though the front of the bases are a little open, problem is there are 2 side entrances to the HQs too, so probably gonna need 4 turrets, two forward and at the sides of the base facing forward and 2 back, covering the forward forward ones while covering the side flanks. Maybe there are four already I can't even remember, but some repositioning definitively needs to be done.
I agree though the front of the bases are a little open, problem is there are 2 side entrances to the HQs too, so probably gonna need 4 turrets, two forward and at the sides of the base facing forward and 2 back, covering the forward forward ones while covering the side flanks. Maybe there are four already I can't even remember, but some repositioning definitively needs to be done.
Lets make Ordo Malleus great again!
Re: Sector 95
I guess one could add 1 or 2 LOS in front of the base (like 2 big containers) which would prevent the frontal base rape.
Could this be the solution? - Let me know and ill fix the map + the preview map.

Kind Regards
Could this be the solution? - Let me know and ill fix the map + the preview map.

Kind Regards
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
Re: Sector 95
I think the turrets need to be repositioned a bit. But this opinion is coming from only 1 game played vs Toil. I "liked" the map for the small amount of games I played on it though. No strong opinion on the map yet.
Re: Sector 95
I think two more turrets near the front of the base would be good, not directly at the front, just back and to the side slightly, just so units can't stand directly at the front of the base, but to ensure the turrets don't suppress anything moving anywhere near the front of the base to get to one of the side farms from the other. Am I making sense?
Lets make Ordo Malleus great again!
Re: Sector 95
I told you guys it was good.
That's why it was selected to be in the map pool.
That's why it was selected to be in the map pool.
Re: Sector 95
I've been trying to proselytise people to it for ages now, alas nobody listens to a wee scrub like me 
Lets make Ordo Malleus great again!
Re: Sector 95
I tweaked the base turrets and will ask Lulgrim to include it in the next build.
Re: Sector 95
It's just another piece of shit map that favors passive/bad play and punishes aggressive play cos base is way too close to power farm so forcing retreats while bashing power means nothing.
Basically to play this map right you need to be on the defensive and only ninja bash gens with flamers or lone melee squad when the opponent is pressuring you with everything he has at your farm.
In short the map punishes you for playing good and rewards you for playing bad.
Basically to play this map right you need to be on the defensive and only ninja bash gens with flamers or lone melee squad when the opponent is pressuring you with everything he has at your farm.
In short the map punishes you for playing good and rewards you for playing bad.
Swift I: You're not a nerd, you're just a very gifted social spastic
- Ace of Swords

- Posts: 1493
- Joined: Thu 14 Mar, 2013 7:49 am
- Location: Terra
Re: Sector 95
^Gotta agree, there is also the fact that there are far better maps not yet included in the ranked/tourney pool.

Re: Sector 95
^What else should be in the pool? I'm eager to add more maps to my 1v1 Map selector tool.
- Ace of Swords

- Posts: 1493
- Joined: Thu 14 Mar, 2013 7:49 am
- Location: Terra
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