Author Topic: Default Map Pack & Number of Players  (Read 2281 times)

player1

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Default Map Pack & Number of Players
« on: February 09, 2007, 06:38:04 am »
As a n00b, I was wondering if some vets wouldn't mind answering a question. Of the 8 maps that come with the game (I got the Mac version), what would you say is the ideal numbers of players on a server? What range of number of players do you prefer, and is that for a specific reason (balance, slaughter, I always play as a human/alien)?

According to the subfolder, the default maps are as follows (unless I already  downloaded a new one and didn't realize it):

ATCS
Arachnid2
Karith Station 2
Nexus 6
Niveus: Outpost 652
Transit Station
Tremor
Uncreation

By the way, Transit Station reminds me of the point in Deus Ex where I finally got some cool weapons, and wasn't fighting robots in sewers. I was fighting bigger robots outdoors for the chance to solve another jumping puzzle. Again.  8)

Also, the base location thread has gotten really long. For each of the above maps, would you move base or not, and to where?

If you could respond something like:

ATCS 6-18 Humans Y building s2 Aliens Y rooftop s3 balance

it would be most helpful.

A person like me could even help you not to lose your next game, having a bit more of a handle on what's going on. Otherwise, it seems a bit more team deathmatch than assault/onslaught/domination to the average n00b. I mean, it is team deathmatch at its heart, but it seems much deeper than that.

Knowing whether good players move the base, to where and at what stage (generally speaking; each match also has its own best practices) will help young Tremmers to be able to play along with the team, and work together, instead of spending time TKing a guy they think is a deconner, only to find out he's the admin.

PlayerOne is eternally grateful for the advice of the Trem community

Raytray

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Default Map Pack & Number of Players
« Reply #1 on: February 10, 2007, 04:59:58 pm »
Or... you can expriment, or watch other players complete base moves.  Spectate builders when they are moving base and just watch.  Over time you'll learn what and how to build an effective base.  It's not something you can really say.
}MG{Raytray

temple

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Default Map Pack & Number of Players
« Reply #2 on: February 10, 2007, 07:10:39 pm »
Tremulous is equally building and combat.  The whole thing is that good combat can remove the need for a good base.  That's the whole lynchpin of the alien buildling. Most times, the alien base rarely gets penetrated and a lot of aliens can't really build.  

For humans, moving a base can be done many ways but I'd rather see people learn how and why to move a reactor before trying base moves.  A lot of default bases on default maps have really simple moves for the reactor that would provide a better range for turret placement.  By learning these subtle placements prepares people for learning how to 'leapfrog' a reactor to its final resting place.  

Basically, leapfroging a reactor is moving it around 2-4 times while keeping it within the range of previous structures.  That way, you don't have to rebuild an entire base when you move.  People think the only way to move a base is to uproot the reactor and rebuild a new base from scratch at the new location.  That only works if you have flawless defenders.  But simply moving the reactor down a hall or a mental route to where want it allows for people to defend better and have slightly more security for your movements.  Also, it keeps aliens off balance because they never know where or when you are going to move.  A pure reactor decon and rebuilding of the base is pretty easy to see coming and easy to foil at the new site.

Also, when to move is just as important in the moving process.  I recommend humans move immediately on hitting s2.  That way, most aliens will scatter when pulse hits the air and they can't be hitting s3 for at least 5 minutes.  If you wait too late after hitting s2, aliens could reach s3 and really interrupt the moving process, leaving the base hard to repair.  You can move when aliens are s3 but that's more based on how good defenders are.  I've moved a base at s2 and had aliens hit s3 while I was building a new place.  Its possible to survive.  However, moving a base when a few people have credits, 3 or so goons are outside your door, or when you have no defenders is a lot more risky than otherwise.   A lot people believe in moving the reactor at the immediate start of a game.  That's gambling.  If I'm or any other savvy alien is playing, you will get humiliated.  

I could talk more but that's all I want people to know about moving.