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TDM spawnpoints
Posted: Fri May 30, 2003 6:19 pm
by wacko
as some ppl wanted TDM-spawnpoints in DORF, i set some in, but now they got that error of spawnfragging, or sticking in/at/on the enemy sometimes when they respawn... I have no possibility to test TDM and found nothng about proper spawnpoint setting for TDM, so i could just offer them the map file to set the spawnpoints themselves... (if someone here wants to, let me know)
but now, i want to make the TDM spawnpoints in our upcoming map myself. So what should i keep in mind when i set TDM spawnpoints? how is their min/max distance, how many, any key/values? any tutorial about this?
spawn
Posted: Fri May 30, 2003 7:11 pm
by tltrude
Bad spawnpoints can wreck a good map. The teams should not be able to see eachother's spawnpionts and it should take a little while for the players to reach the other team's spawnpoints at the start of the round. Players with slower computers spawn last in the first round and get fraged by the closest enemy spawnpoint guy before they can even move.
I'm sure you have seen what happens in "The Hunt" map at the start. Allied players are forced run in a pack at the start and get blown up by the axis player that spawns nearest them. So, try to set an equal distance to the main battle area for both teams.
Also, try to provide cover at the spawn points--a place to run to if there is a spawnkiller there.
Good luck.
Posted: Fri May 30, 2003 9:25 pm
by wacko
thanks! this is the rather artistical aspect, which seems quite obvious while reading but indeed might be forgotten often enough!
What about the technical side? As I said, in DORF, they killed each other mutually by spawning. I set the spawnpoints side by side (always 1 dm, 1 allied and 1 axis together), but NOT overlapping, so how could this happen? In DM, it seemed as if the engine chooses for the respawning the one spawnpoint that is as far as possible away from the other players. Is this different for TDM?
Posted: Sat May 31, 2003 4:07 pm
by UBER_SOLDAT
another thing you can do to stop spawnkilling is like what they do in dod. have a ramp that you can only climb over from one side [the side they spawn on], and the other side is almost vertical. you can use rubble or a car with planks for this, instead of just a square block. if youve played dod then look at the axis spawn on dod_caen or caen2. i used something like that in Ramelle.
or you can spawn people inside a room, with windows and no way out or in except those windows. put the window aover 100units off the floor outside, and then the people inside can get out, but the people outside cant get in. ill post some screens later of what i did in ramelle
Posted: Sat May 31, 2003 4:45 pm
by wacko
i got the point, need no screens, thanks
what about this sticking together of two players? how far must two spawnpoints be to avoid it?
Posted: Sat May 31, 2003 5:45 pm
by Surgeon
I would keep the spawnpoints about 32 units apart
Posted: Sat May 31, 2003 11:50 pm
by wacko
will do it this way!
tvm for the input
