Last update: Sunday, January 9, 2005Greetings to everyone.
Here is my guide for ns_nothing, for the Marine side. I have mainly shown structure placements. There are basically 3 categories for structure placement: relocate (whole base), lockdown (hive or important location), and siege (hive).
Turrets are coloured green and siege turrets are coloured blue.
Bases/RelocatesViaduct Relocate
This is a very hard location to hold, as the high ceiling and high number of vents give Aliens roaming freedom, and non-jetpacking Marines have a very hard time tracking targets due to the Alien texturing all around. Not a recommended spot for a relocate; there are better hives to move to.
Ventilation Relocate
A somewhat rare relocation spot, yet it is quite useful.
First, you control at least 2, maybe 3, most likely 4 res nodes: Ventilation, Cargo (hive), Generator and Miasma Walkway. Also, there are only 2 exits out of this area, making it easy to guard.
Marine Start Base
Best layout is shown, in my opinion. Arms lab and Proto lab hidden far back in the base; hard to get to, hard to get out of. IP far from CC so that the Commander can hop out and kill any Skulks chomping on his IP. Notice the unobstructing placement of unusuable structures (TF, Obs), and easy access to useable structures (Phase Gate, Armoury). Marines shouldn't be jumping over hurdles just to get their share of ammo!
Marine Start Relocate
Quite a rare spot for a relocate; only meters from the main Marine Start base. I have only done this once, and I've seen other comms do it extremely rarely as well. Not much to comment on here.
One advantage: close to the Pit, so that comm and jump out and win morally in case the game is lost.
Cargo Bay Relocate
This is by far the most common hive lockdown+relocate on this map. One very important thing: make sure to place a high enough yet climbable structure near the vent (Armoury, TF, Arms Lab, Proto Lab. Preferably former or second), to allow Marines to get in the vent without the need to boost each other. A TF would be the best choice, since you can eletrify it.
South Viaduct (unnamed) Relocate
A very rare spot. Makes an interesting relocate, but there are better locations out there. The turret near the vent will make it possible to jump in the vent and guard it against incoming Aliens should your situation get dire.
LockdownsViaduct Lockdown
Hard to hold. You are quite likely to lose this location if the Aliens will be in need of a hive location.
Power Silo Lockdown
Note the turret placement; hard to access for Aliens.
Generator Lockdown
Very important location to hold; quite possibly, the most important location on the map (aside from hives, of course). You have access to an abundance of res nodes: Generator, Miasma Walkway, Ventilation, Ominous Kismet, South Viaduct (unnamed). 5 in total. Then, you have Cargo Bay Hive a bit farther away, Marine Start (in case that's not your base), Viaduct, Red Room, etc. This is
the spot you want to have. There will be a strong battle here. You might choose to place a few more turrets here, and some mines.