Disclaimer: I like this map, and I don’t want to see any drastic changes to the layout but I feel some adjustments need to be made.
Below how I see the map is currently split.
There’s only one constant in this map, and that’s marine start so let’s go with that.
First value is that RT’s that marines can achieve and hold 4 RT’s with minimum effort, while at the same time protecting their base due to how the map flows. See the silly looking picture below
Now in respect to the “Marine RTs”, only way this should be ‘ok’ in the sake of balance if those RT’s would be somewhat easy to clear out. But because of how the map flows the naturals are pretty hard to actually keep down, the only RT that’s moderately simple is Production. Security is most often kept alive simply by your marines leaving the base/pressuring Pump Control, while Lockers is a death trap for aliens, even more now that the power node is moved to Stasis.
Compare this to “Alien RTs”,
- with Drill Site your naturals can be pressured from Loading Bay/Break Room, which either forces you do defend(which makes your res biting suffer), or keeps you on 1 RT(while marines have 3 easily defendable RT’s).
- with Mineral Processing you have options, you can either continue down to Production or try to battle for Pump Control, in either case you have 2 relatively safe RT’s due to Generator.
Now in either of these occasions, simple lane blocking and/or pressure doesn’t account for marines to be able to cap Transport/Generator/PumpControl themselves, which is very much possible and makes it even harder for aliens to remain in a good position in the RT count compared to marines.
If you compare this to ns_tram, it would be equivalent of moving Platform RT to HUB, and even then Ore/Mezz(alien naturals with respective hives) are still much easier to hold than Transport/Generator on this map(with the new build Generator is prolly ok!).
Problem areas:
- Drill/Mineral hives, both hives are easy to hold with lifeforms but hard without, there was new changes made in the new build need to see how those help, but in general teams that are able to lock aliens to their hive with tech advantage still have a hard time closing the game, and even more so it’s a bit too hard to finish games earlier as well due to this even if they don’t as high tech advantage.
In addition it is easy to be blocked into your hive without a way out. This is a problem more on Drill Site, than Mineral Processing.
- Pump Station, the choke point for cyst lines to either hive location, way too easy to clear and hold as marine.
- Pump Control, the RT is way too far from the hive, prone to the simple pressure from Break Room/Loading Bay chokepoint.
- Transport, the RT has same problem as Pump Control, and unlike Generators there is no vent for easy access to defend it.
- Lockers, the RT is ridiculously easy to hold, you have no way out if you’re chipped, so you are forced to hope the marine sucks, the old power node at least made it possible for you to safely exit when you heard marines approaching.
- Loading Bay/Break Room, it’s too easy to pressure both naturals if aliens have Drill Site hive.
Suggestions,
- Lockers RT needs to be more alien favorable, either move the RT to the other room or add cover for aliens to be able to leave the hallway alive.
- Transport RT needs to be moved somewhere else, or the whole area needs to be redone so it’s less of a “huge ramp with big boxes”, also a vent towards storage or past it could be an alternative(from Drill Site).
- Pump Station, make it a double corridor so it’s not so easy to deny cysts and higher lifeforms(and gorges) aren’t forced go so close to the doorway to Pump Control (ie. imagine if theres a PG there).
- Pump Control/BreakRoom/LoadingBay, all of these are so connected that the dynamic needs to be broken somehow so it's not so easy for marines to dictate the rounds by controlling this one area. If you address other areas and limit the routes a bit, it might be a nudge in the right direction.
- Security, I don’t see why there is space under the stairs from base to the RT, it’s more of an annoyance to already alien sided room.
End note, all of this really concludes to what kind of map do you want this to be, i see that most rooms are "alien favored" but the RT locations make it a marine sided map, yet it's hard to finish games due to hive rooms being rather difficult with lifeforms on the field. I know i forgot something but cba reading through all of this again.