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LV624 Comm Tower Mapping Changes #5560

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Steelpoint
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@Steelpoint Steelpoint commented Jan 26, 2024

About the pull request

This PR slightly remaps the areas around the three comm tower spawn locations to make them, in my opinion, flow better for combat.

Explain why it's good for the game

The current comms towers are very hard for Xenos to defend, and fairly easy for marines to assault and secure. They simply lack effective areas of combat that makes fighting in the comms areas desirable, xenos prefer to fight away from comms while marines prefer to fight as close to comms as possible. These changes open up the arena.

There are three comms locations. North West comms. Engineering comms and North East comms, I'll describe my rational for each below.

North West Comms
The most egregious comms location. A tiny ocean of weedable terrain surrounded by a river on two sides, and unweedable terrain to the east. This location is almost entirely undefendable if Marines can execute a flank onto the river, and the tiny amount of weedable terrain makes constructing defences almost impossible, coupled with the fact you are literally next to the FOB which further constrains the defendability of this area. Conversly this offers good marine defensive gameplay as the river is a natural buffer zone, and the xenos have to rely more on the river to attack due to a lack of forward staging grounds for weed.

This new version creates a big combat arena for both sides to exploit, xenos can afford to setup defence in depth whereas Marines now have to push across open terrain that offers xenos the chance to create defences. However this is a double edged sword for both sides since opportunities to retreat are far more constrained.

Engi Comms
I've simply expanded the areas that xenos can weed and pushed the comms into the more central area of the engi dome. Its central location will make it easier for both sides to defend, and the expanded weeding areas will help xenos in holding it from attack from both landing zones. The current setup gives xenos very little weeding opportunities

North East Comms
Again, I've expanded the amount of weedable zones for xenos, I've also pushed the comms towers to the far right side, to give both sides better defendability. The expanded weeding can allow xenos to better hold off a push from the south and west.

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🆑
maptweak: The communication tower spawns on LV-624 have been remapped, offering more weedable locations for xenos.
/:cl:

@github-actions github-actions bot added the Mapping did you remember to save in tgm format? label Jan 26, 2024
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jan 31, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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@Nanu308 Nanu308 left a comment

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Aight so, the locations are so close to the LZ's here, and i do not wish to see a staging (NE & NW specifically) grounds of sorts for xenos to use as i am afraid it can lead to more xeno rushes etc. and takes away from fighting a bit more central in the colony.

My thoughts are in general that when Xenos are meant to attack the Lz's they should come in force to take it, little weeding area helps marine try to defend it. LV is overall also quite in a good state, both design and aesthetically, particularly after the caves got some differing features. This PR change is not very aesthetically pleasing compared to how it currently is, and breaks the uniform look of its areas in my opinion

Due to the stated reasons I'm going to deny this map wise

@Nanu308 Nanu308 added the Do Not Merge If you merge this PR, I will annihilate you label Feb 3, 2024
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aesthetics can be improved but if the issue is simply a case of map balance then that is fair.

@Steelpoint Steelpoint closed this Feb 6, 2024
@Steelpoint Steelpoint deleted the 624weed branch July 17, 2024 17:00
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