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A slurry of Bigred changes #5397
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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Looking good, in TM rn for testing to see how mapflow goes but generally should be an improvement.
About the pull request
This PR messes with a fair bit of the Bigred colony and north caves, adding new doors, flanks, routes and areas of play for both sides as well as removing 1 LZ1 comms placement and moving one LZ2 placement making both LZs have 3 possible comms spots instead of the current 4, 3
Explain why it's good for the game
I guess I'll just go down the list
Northcaves: Opening up north caves to the colony allows a lot more movement between the colony and the northern section of the map which should help the section of the colony east of security see a bit more play
Medbay morgue: I think removing the Medbay morgue and replacing it with a northeastern entrance into the hospital allows both Xenos and Marines to make more interesting plays like for example marines pushing out of NE hospital into dorms to flank Xenos attacking from Bar Road
Dorms bathroom: Was mostly just wanting to open this up and kill the 1x1s in there should be nicer to play around now with the double doors
south general store entrance to the west admin street: Wanted to add this little door to allow marines to cut into admin easier from LZ2 since I've moved the general store tower into admin
LZ2: While working on this I offhandedly heard someone complaining about how narrow and hard to navigate bigreds LZ2 is and I agreed. So I've opened up the area to give marines more breathing room
Water Towers north of Filt: That place had some bad 1x1s so I've opened it up a lot.
North Libary flank: Lambda is a pretty hard place to push into so I wanted to add a new route for marines and Xenos alike to try and use to flank the opposing faction. To add this route I did have to change the EVA section of the map but for the most part, I was getting rid of a bunch of 1x1s.
there are some other small changes around the map. Mapdiffbot should pick those up but for the most part, I was adding windows, removing 1x1s, and making some doors double doors instead of singles
Testing Photographs and Procedure
Screenshots & Videos
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tags.Changelog
🆑 SpartanBobby
maptweak: A bunch of edits to big red and big red nightmares for the following areas, Northcaves, Medical Morgue, maint between cargo and general store, LZ2, North Libary, EVA, dorms bathroom
/:cl: