For example, in this shot, the alien base is in the garden room.

I think if the aliens (or humans) want that spot, the should have to fight for it. Think about if the humans wanted to move there, this eliminates a spot for them to possibly build. Basically, if the aliens wanted to be somewhere other than the default location, they should move themselves.
The question also arises about map balance. Perhaps certain maps were designed with favoritism towards aliens or humans on purpose. This often changes as teams advance stages. Like in the base above, once humans reach hs3, it's game over if there's 2 or 3 good luci rushers. \
Anyways, it's not that ALL layouts are complete crap, it's just that I feel that the teams are responsible for the move, and not the server.
"A man can no more diminish God's glory by refusing to worship Him than a lunatic can put out the sun by scribbling the word 'darkness' on the walls of his cell." ~C.S. Lewis




Sun, 06/28/2009 - 13:26 | #2905
Anyway, saying "look, I have done everything for you, now you can go bite some humans asses" is not their purpose, rather "even if it's not default base spot on this map, it sucks, you should move it as fast as possible sir". You shouldn't refuse to move base from it's "new default" spot just because it's not "old default" spot. If you do refuse, then it's same like not moving base at all from it's built-in default.
Aliens have much more mobile bases than humans, so it's not really big problem for them to move somewhere. Humans moves are more risky. If they start away from best base spot on the map, they must decide if they want to risk and move there or if they want to move to some closer spot that wasn't tested much. For example, in my karith's layout, humans start below elevator thing in stairs room, and aliens start in human default. Human can move to ele room, but it's really risky, because aliens are closer to that spot than they used to be. But they can move to "default aliens' default". Usually it's even more risky than trying 20 mentoses + 4l of cola in you stomach, so games with humans base there were rather rare. Now it's more usual and because of it game is different than others, which makes it quite more funny.
I heard and noticed that current layouts are quite unbalanced (humans got much stronger base than aliens), so I will fix it soon(TM)
Mon, 07/06/2009 - 22:25 | #2933
Mon, 07/13/2009 - 15:06 | #2960
They suck and I hate them.
Tue, 07/14/2009 - 11:05 | #2979
Tue, 07/14/2009 - 23:47 | #2986
Wed, 07/15/2009 - 08:16 | #2987
Wed, 07/15/2009 - 22:30 | #2995
Sat, 07/18/2009 - 18:07 | #3013
- Hurricane
Sun, 07/19/2009 - 02:35 | #3017
Sat, 09/19/2009 - 02:37 | #3309
The Karith one where humans spawn at the bottom of the big room is really crappy too. As is the Niveus one where humans spawn in an open corner near the default. (You couldn't have at least picked the not-awful corner? Seriously?)
I vote you remove all layouts, tbh. Building is a large part of what makes tremulous what it is... a combination RTS/FPS.
@The casual reader: I don't give a fuck if you don't like me personally, or my method of approaching this issue. Just play a few games with these layouts, and I'm sure you'll find yourself grudgingly agreeing with me.
Sat, 09/19/2009 - 02:44 | #3310
Thanks.
Sat, 09/19/2009 - 03:45 | #3311
Im not going to rant on about how horrible layouts are and how they ruin the game of tremulous. Im just going to say that i would like DS to take out all their layouts since the majority of them suck.
+1 for no layouts.
Sat, 09/19/2009 - 15:08 | #3314
Sat, 09/19/2009 - 21:30 | #3317
Sun, 09/20/2009 - 00:46 | #3319
Sun, 09/20/2009 - 12:19 | #3320
Sun, 09/20/2009 - 22:43 | #3322
2 No layouts?
3 New layouts?
4 I'm dumb I don't know what's a layout
Mon, 09/21/2009 - 07:55 | #3323
Thu, 09/24/2009 - 09:19 | #3326
It'd be great if we culd resolve this sometime before 1.2 comes out.
Thu, 09/24/2009 - 12:58 | #3328
Fri, 09/25/2009 - 08:41 | #3329
It would be great that there would be some way to make our own ones, like "my dream human-alien base setup", post them on the forum and by voting we could play them on the server.
I personally have like 3 bases I would love to try someday, but moving it all is hard you know.
mmm... maybe a !goodlayout !badlayout vote could help us decide what to keep and what to drop but then it could be abused, unless is limited to lvl2 and up. Yeah yeah code it myself. Someday.
Fri, 09/25/2009 - 10:04 | #3330
And if you ask the >< or Pk guys, I know they have a few old scrim bases on maps like Tremor or Niveus that they might be willing to share with you as well.
Fri, 09/25/2009 - 22:36 | #3339
Unhoppable? there is no such thing, maybe "Hop resistant". I made 2 examples of "hop resistant" bases in atcs. These bases have some weaknesses, but marauders, goons and adv. goons can't hop the rc without dying. However an average basilisk can take down the rc in seconds.
ATCS "ANTI-HOP EXAMPLE 1"
http://www.filefactory.com/file/a0b9d0e/n/atcshop_dat
ATCS "ANTI-HOP EXAMPLE 2"
http://www.filefactory.com/file/a0b9d0f/n/atcshopr_dat
Defeating Atcs "ANTI-HOP base"
http://www.filefactory.com/file/a0b9d0d/n/antihop_dm_69
Sat, 09/26/2009 - 00:40 | #3340
If you'd like me to build one and provide screenshots, I'd be more than ecstatic.
Mon, 10/05/2009 - 17:39 | #3351
Or does it mean keep the shitty old ones, and add more shitty new ones?
Sun, 10/11/2009 - 07:51 | #3356
Edit: that's with only rets too (and none of that nooby behind the rc stuff)