Purpose: Those who have played Tremulous for a long time have come to intimately know every one of the maps packaged with the first release and have more or less discovered every practical location in them for building bases. With humans especially, being able to simply call out the name of a room to your teammates and get cover while moving there in the very beginning of a game is a huge asset to winning so to help newer players and to sort of standardize on some names (to anyone currently making a tremulous map: include location ents so we don't have to come up with silly names ad hoc!) I've made some screenshot series to show these locations.
Volume 1: NiveusHumansThe human starting base on Niveus is
awful. You will not win an even game using this base. Luckily humans have a number of really good spots to choose from. The first I'll show gets called either the
"long room" (my preference) or the
"red room". This is the easiest spot for humans to get to and is quite defensible, so if you're not keen on taking a big risk at the beginning of a game build here.
Take this exit from the default base and head down the
righthand path.

The first room you come to is the one we're talking about. Here's an example of a beginning of a base:

Either side is good, but I like to put the reactor up against one of the corners near the hallway and jam the armoury and medistation up next to it.
One important thing: stagger these turrets! Never ever build turret fronts that require
jumping over. When it matters most (running back to the base with low health, no ammo, and aliens on your ass) you won't have the stamina to make it over.

The next spot is close to the long room but a little further along and thus a slightly bigger risk. I usually call it the
"intersection room" but
"four-door room" is a little more appropriate.
To get there simply exit the door in the long room and take the door on your
right (the other one goes back to default). Here's a starting turret placement:

I usually stuff the reactor and teles in one of the side rooms and the med and armoury in the other (medistation
always goes next to the armoury so people can heal while upgrading) but having them all in one could work. You probably don't want to leave them without at least one turret for defense (this is one of the very rare situations when a single turret can do good by itself). This is also a very decent spot for aliens, especially as a forward base when humans have holed up in the long room.
The third spot is what I consider to be the best human base location
in the game. Hence I call it the
"lamer spot". It is extremely difficulty to set up there without some amount of cover but quite worth it as long as your team doesn't feed exorbitantly while moving.
To get there take the route from the default human base you did in going to the long room, but this time take the
lefthand path. Follow it up to the righthand turn and you'll come out here:

Take those stairs up to the
first door and you're there:

Put the reactor up in that corner and build at least one telenode next to it (you can actually put on
inside those barrel things). Three turrets around the door will suffice without cramping too much. All good human bases are pretty cramped, so you have to be careful how you build them. Here is basically how I put down a base here:


That door is deathtrap for any alien (yes, even tyrants) and that long hallway lets you easily chase down any aliens that dared assault your turrets. As long as you maintain it, this base is very good. Too good really...
AliensThe alien start base is about as terrible as the human start base though good base design isn't quite as vital for aliens. Besides the intersection room, aliens have two common spots on niveus.
The first one can be used by humans very effectively, but since it's right next to the alien base you shouldn't even try to move here in a serious game. It's a fine spot for aliens in stage 1, and a common backup base for them as well so it bears mentioning. This is most often called the
"window room", though you'll still see some old players referring to it as the
"side room".
To get there just leave the default alien base through the lower (main) route. And take either of these two paths:

Through the one on the left you'll have to go through the first door you see to enter this little hallway:

The side room is through the door on the left, underneath that little red dot of a light.
Overmind goes in the corner, an egg goes in the barrels and maybe also behind the boxes. A barricade plus a large number of acid tubes can seal the door off, but as you might guess having only one entrance makes this base grenade fodder.

The other alien spot is much better and I think the best choice for aliens on this map. I call it the
"box room". To get there take the
other route out of the default alien base, up the stairs. Take the "longer" path (the other one leads to a drop down".

Following that path will lead you here:

Go through the top door. Notice that the lower door leads to the human "lamer spot" (and no, it's not even remotely good for aliens).
Here's an example of an alien base in the box room:

Overmind goes in the corner. A trapper up there is stupidly effective.
Barricades are quite useful in this spot

You'll need to be careful of jetpackers at stage 2. Make sure the boxes hides the eggs and overmind as best as possible. These two acid tubes can help a little, but make sure they can't be shot at from below.

This is the lower route:

There's not much you can do about this doorway until stage 2, but with a barricade on the stairs humans can't get up this way until
they reach stage 2, so it's not a big problem.
One last thing for aliens. This spot may seem like a clever place to stick the overmind but it isn't. Just say no.
MiscellaneousWe cheekily refer to this room as the
"pot room".
