And just remember, you'll never get the map all lamed up like that. If you waste THAT much res on chambers, the marines will most likely walk over you with heavies while you're all stuck as skulks. Use chambers with descretion. Not too few, not too many.
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I'd say only put all the chambers in each hive (as suggested), but not as many chambers are needed in other rooms. Maybe chokepoints.
Swiftspear, you forgot another key SC placement rule.
c) Never place them where they obstruct movement, they should be placed in areas of low traffic (this is another reason why putting them up high is worthwhile).
To add to this I'd have to say that some of the nooks and crannies R4d suggested shouldn't be used, because players like me (and also many other ex-CS players will use these places to reload in cover). Examples include the corridoors to West Acces and WA itself and also between the terminals in Reactor Room. When I bump into an SC I'll be making sure the rest of my team knows about it if I don't have time to take it down myself.
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C) is a univeral structure rule... the only possible exception is the ocational OC that can still be dodged, but a good gorge always keeps in mind that any WOL preventing the marine team from coming in is doing so doubly for the kharra trying to get out.
rad, I know 91 is oc, but impulses for other chambers would be nice[snapback]37828[/snapback]
impulse 90 - Build Resource Tower
impulse 91 - Build Offense Chamber
impulse 92 - Build Defense Chamber
impulse 93 - Build Sensory Chamber
impulse 94 - Build Movement Chamber
impulse 95 - Build Hive