Sector 95

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Tex
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Sector 95

Postby Tex » Tue 03 Dec, 2013 4:48 am

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.
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Re: Sector 95

Postby Faultron » Tue 03 Dec, 2013 4:50 am

yup same opinion:) very good map
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crazyman64335
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Re: Sector 95

Postby crazyman64335 » Tue 03 Dec, 2013 4:56 am

yea tell me about the whole frontal base rape.......
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Lulgrim
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Re: Sector 95

Postby Lulgrim » Tue 03 Dec, 2013 5:16 am

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?
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Re: Sector 95

Postby FiSH » Tue 03 Dec, 2013 5:47 am

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.
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Faultron
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Re: Sector 95

Postby Faultron » Tue 03 Dec, 2013 6:31 am

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
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Dark Riku
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Re: Sector 95

Postby Dark Riku » Tue 03 Dec, 2013 11:28 am

Faultron wrote: the 2 HQ distance is the shortest i think of all the maps without path blockers, or atleast from mid VP
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Torpid
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Re: Sector 95

Postby Torpid » Tue 03 Dec, 2013 11:33 am

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 :P

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.
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MaxPower
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Re: Sector 95

Postby MaxPower » Tue 03 Dec, 2013 1:35 pm

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.

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"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ
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Dark Riku
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Re: Sector 95

Postby Dark Riku » Tue 03 Dec, 2013 2:55 pm

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.
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Torpid
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Re: Sector 95

Postby Torpid » Tue 03 Dec, 2013 3:09 pm

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?
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Caeltos
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Re: Sector 95

Postby Caeltos » Tue 03 Dec, 2013 4:06 pm

I told you guys it was good.

That's why it was selected to be in the map pool. 8-)
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Torpid
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Re: Sector 95

Postby Torpid » Tue 03 Dec, 2013 4:52 pm

I've been trying to proselytise people to it for ages now, alas nobody listens to a wee scrub like me :cry:
Lets make Ordo Malleus great again!
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Indrid
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Re: Sector 95

Postby Indrid » Tue 03 Dec, 2013 5:08 pm

I tweaked the base turrets and will ask Lulgrim to include it in the next build.
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Toilailee
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Re: Sector 95

Postby Toilailee » Tue 03 Dec, 2013 7:16 pm

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.
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Ace of Swords
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Re: Sector 95

Postby Ace of Swords » Tue 03 Dec, 2013 7:24 pm

^Gotta agree, there is also the fact that there are far better maps not yet included in the ranked/tourney pool.
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Indrid
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Re: Sector 95

Postby Indrid » Tue 03 Dec, 2013 9:05 pm

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

Postby Ace of Swords » Tue 03 Dec, 2013 9:18 pm

Leviathan Eye, Lost city, Plaza Primarius.
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