Tremor is one of the smaller maps. It consists of the following parts:
The default base is fairly good, but it does have some disadvantages:
The L-shaped “dead end” corridor near the default human base looks like a good base, but it too has several drawbacks:
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.
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.
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:
The best strategy is to keep the humans bottled up until s3, and then rush hard with tyrants.