Page 1 of 1

Moving spawns in stock maps.

Posted: Tue Mar 16, 2004 12:26 am
by Bjarne BZR
Well, not really moving them, but the players will think you did.
I got sick of playing "The Hunt" today as an Allied with Axis players that knew how to take advantage of that maps biggest flaw: nadespamming.

So, I sat down to try to make that bastard map playable on a public server again:

Code: Select all

move_spawn local.from local.to:
	local.size_modifier = (32 32 96)
	local.tele_trigger = spawn trigger_multiple "targetname" "teleporter"
	local.tele_trigger setsize ( local.from - local.size_modifier ) ( local.from + local.size_modifier )

	println "Spawn moved from " local.from " to " local.to

	level waittill roundstart

	thread deactivation_handler local.tele_trigger
	local.tele_trigger waittill trigger
	parm.other.origin = local.to
	println "Player moved from " local.from " to " local.to
end

deactivation_handler local.trigg:
	wait 2
	local.trigg nottriggerable
	println "Spawn relocation deactivated."
end
To use it, you put:

Code: Select all

thread move_spawn (3888 1744 -312) (3562 516 -194)
thread move_spawn (3840 1216 -306) (5479 -173 -333)
thread move_spawn (3072 1408 -306) (3715 -67 -450)
thread move_spawn (3680 1888 -274) (4257 -571 -382)
..before level waittill spawn in main.

I havent tested it on a server with 2 players yet, so the roundstart logic may be flawed... I just wanted to see your oppinions on this.

Basically it puts trigger_multiple entities around the 4 Axis spawns that are closest to the allied spawn and relocates any players at these locations a bit back if they trigger them within 2 seconds after roundstart.

So: what do you think?

Posted: Wed Mar 17, 2004 12:08 am
by Bjarne BZR
*bump*

I know there was a lot of talk about moving spawns a while back, and also som teleport questions. So did everyone just overlook my post, or have you moved on to better things? :)

Posted: Wed Mar 17, 2004 7:32 am
by jv_map
Excellent idea... I too hate the nade spamming in that map... though sometimes simply returning nade fire can be very effective 8-)

Well I hope moving the axis spawns fixes it, keep in mind some players seem to be able to nade spam from huge ways off :?

Posted: Thu Mar 18, 2004 11:12 am
by Bjarne BZR
Well, the modification is complete and tested. Just a thought tho... maby moving the Allied spawns forward instead of movin the Axis backward is a better idea? I mean: it IS for public, and in public you prefer a faster "clash of arms" than in a clan match.

What do you think?

Posted: Thu Mar 18, 2004 11:57 am
by jv_map
It couldn't hurt to try I think :)

Posted: Thu Mar 18, 2004 4:04 pm
by Axion
Here's my thoughts-

The Axis has the odds heavily in their favor right from the start of the map. Not only do they have the easier task of defending, there are only two ways that the Allies can breach the perimeter (and they're basically side-by-side), so it's very easy for the Axis to cover that area effectively, and they have the advantage of reaching cover first. And because of the message that displays when an allied unit makes it past the perimter, it's very easy for the Axis to retreat, and alerts the campers staying back as well. As an Ally, It's actually almost a better strategy to just try and kill all of the Axis players than it is to blow up the flak.

Anyway, I think it would be better to have the Allies spawn forward, as they would be able to rush the German defenses faster, and give them less time to set up, which evens the odds out a bit.

OR,

How about spawning a weapon clip brush along the area where the Axis can throw grenades from the back alleyover the houses into the main street? That would prevent the spamming, and allow the natural flow/pace of the map to remain intact.

Posted: Thu Mar 18, 2004 4:36 pm
by Bjarne BZR
Yes, using a weapon clip would work, but I am strongly opposed to "invisible barriers". I hope that Giving the Allies an equal chance of taking the nexus, and nading back ( or at least a sporting chance of reaching cover before the Stuka dive bombers blow them to tiny bits ) will evolve a better, and more fun, gameflow for this map.

I'll try moving the Allied spawn forward.