Tremor

Overview

Tremor is one of the smaller maps. It consists of the following parts:

  • a “human room” where the default human base is located
  • an “alien room” where the aliens start
  • a “box room” full of crates (one door to the corridors, one corridor to the human room)
  • the “basement” (cellar) which consists of several corridors, reachable by three separate ladders
  • several corridors connecting the rooms

Humans

Starting Base location

www.nieting.org_images_trem_tremorh.jpg

The default base is fairly good, but it does have some disadvantages:

  • It's spread over an area too big for good defense: A goon will often jump over the first line of turrets and wreak havoc in the base.
  • The corridor-like areas in the default room offer great trampling ways for tyrants (it's better if tyrants can't easily trample through the human base but are trapped in a dead end)

The L-shaped “dead end” corridor near the default human base looks like a good base, but it too has several drawbacks:

  • As soon as there are buildings in the corridor, there's not much space to move (that's always a bad start for a base).
  • Due to the tight shape, it's difficult to place turrets/teslas so that they can reach every spot of the base. That means that when a lucky dretch makes it into your base, it can hide between your buildings, and you have to poke it out by hand…
  • There's not enough space to build a large array of turrets/teslas for defending against tyrants. You can put only two teslas in the front row, while any teslas behind that won't be of use. Apparently tyrants aren't really scared by fighting two teslas, so they can take down your defense row by row.
  • Once aliens are in that corridor, it's too cramped to fight them effectively (and maras can jump forever in that corridor).
  • As soon as some tyrants are camping outside the corridor, you can't get out (that's the drawback of having only one entrance/exit…)

Several spots in the “box room” can be attractive spots to build. The area is spacious. The ceiling is high enough for jetpackers. There are some tyrant-proof areas where nodes & DC (and sometimes the reactor) can be placed. However, the box room is tough to attack from. Both exits are easy for aliens to guard (aliens will often move acid tubes into the old human base). Box room battles often stalemate until SD.

  • If you have your base in the default room, you can use jetpack to put telenodes in the grates hanging down in the room. They are not invincible up there, but at least safe from tyrant trampling. You'd be surprised at what tyrants can hit. They are NOT safe from rant slashes.
Attacking

The default alien room (which they usually stay at) has two openings. Attack them both. The central area of the large alien room is very spacious, large enough for a jetpacker to fly around in. A good strategy is for some humans to run into the room and draw alien defenders, while other humans hang by the door and destroy the door defenses.

Alien eggs are often located within sight of the door. Humans can blast these with pulse or luci fire from relative safety.

It's very useful to have a jetpacker with a lasgun stay in the “garden” area. The ceiling is high enough to stay out of rant reach, and it's very easy to zap fleeing aliens. “Owning” this room is almost essential to human victory.


Alien Starting Base

www.nieting.org_images_trem_tremora.jpg

The default OM location is very bad - it can be shot from either door. A better location is under the stairs.

It's a good idea to build one egg in the box room (as a granger, use the basement to travel).

The long corridor in front of the human base is critical. If humans establish a defensive position there, the mobility of the aliens is severely limited. The best tactic to prevent this is to do run-by attacks with dretches, maras, and goons - just keep the hummies bottled up.

Serious attacks against the human base are only possible with:

  • A good goon player + a weak human base
  • A forward booster
  • Rants

The best strategy is to keep the humans bottled up until s3, and then rush hard with tyrants.

 
maps/tremor.txt · Last modified: 2008/06/11 06:20 by kaotaja
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