Spawn spots ?

Started by AgentX_003, August 12, 2011, 10:59:06 PM

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DreadStunLock

Quote from: frvge on August 13, 2011, 07:12:30 PM
Spawns depend on the mapper. AFAIK dynamic spawns are possible and spawns in multi-stage maps too.

What about the dev team? What's your opinion on this? To me, I see it this way: Teamwork = no problem? Or am I missing a greater picture?

Cronky

#16
Spawns seem kinda like a small piece of "Teamwork". For Spies, yes, it would kinda blow to be at one spawn waiting for your partner so you could co-op move somewhere only to have him spawn somewhere else (Would that make station impossible for one player?). Other than that though it seems like everything AFTER spawning determines how well you work together as a team. Just because you spawn somewhere else, doesn't mean you wont know where you are on your map and instantly can go run to backup your teammate.

I think dynamic spawn points works best with Mercs and static for spies, unless we're talking about Death Match. DM could benefit from having dynamic spawn points simply because the objective is the same for both teams, kill each other. Rids yourself of some maps spawn killing potential.

What I'd be interested in though is a Map where both the spies (or less so, Mercs) always start a life at different spawn points.

So my question is:
-Can you specify which spy (or Merc) spawns at a certain spawn point?

We've established that a mapper can indeed set up multiple spawn points, but can you restrict a single player to spawning at just one?
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

Illogical? Seems like it'd just be splitting the teams into individual entities.

-Spy 1 spawns here
-Spy 2 spawns here

-Merc 1 spawns here
-Merc 2 spawns here
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frvge

Yeah, makes no sense to me. Randomness is fine for that.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

#20
Imagine someone made a cool level that had sectors, but each sector was opened up by the opposite teammate (Sector 1 is open to Spy 1. Spy 1 opens sector 2 for Spy 2. Spy 2 opens sector 3 for Spy 1. Etc etc.). The level is set up so that the teammate not currently opening up a sector always had a vantage point over the one that did as to provide backup and help stop the Merc(s). If randomness on spawn points is active then eventually the spies would screw up and both be on the same side, thus not being able to finish the level.

A specific example yes, but the ability to specify a specific spawn for each Spy and/or Merc can open up even more map designs.

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frvge

Semi-isolating routes through the levels like that works well in Portal 2's Coop, but I don't see how it'd work in a normal PS game. For now, the answer is no.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

That's because nobody has done it! It's going to be awesome. You'll see! ;)
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Farley4Fan

KISMET!

right?

I think I totally missed the point of that whole video.

DreadStunLock

Quote from: Farley4Fan on August 15, 2011, 09:18:34 AM
KISMET!

right?

I think I totally missed the point of that whole video.

The thing is Farley, Agent never ever used UDK in his life and I can tell he lied about that this topic was discussed alot sijce this thread holds absolutely no value, cause he thinks that spawn points are randomly generated and have limited options. If we delete every post and leave just the one above. The thread is pretty much solved.

P.S: Notice how 90% of the threads Agent starts always begin with "This shit was discussed alot"

Bubbaganoosh

Static spawns would be fine and to remove spawn camping mappers would have to make at least three ways out of the Spy spawn.
That way if the two mercs are camping two routes the third one is open (or fourth as the case may or may not be). Let them camp
all they want, the Spys will find go around them another way. This is as long as no two spawns can be camped at the same time
(seen from one merc).
"It is a well-documented fact that if you smoke weed you will become a terrorist."  - Farley4Fan
Well it made me lol.

DreadStunLock

Exactly, as well as clever places for camnet, and not cheesy shit like you can see the spawn, for example poor map design on Polar base, Missile Strike, Club House, Factory and many more.

Farley4Fan

Knooger ruined steel squat for me.

Question:  Why the f*ck(!) is it called steel squat?

DreadStunLock

Because it's made out of steel and it gives jack shit of a squat?

NeoSuperior

Quote from: DreadStunlock on August 15, 2011, 07:02:18 PM
Exactly, as well as clever places for camnet, and not cheesy shit like you can see the spawn, for example poor map design on Polar base, Missile Strike, Club House, Factory and many more.

Oh? So River Mall's "i always know where you are"-camnet was ok for you? Well it's the opposite: The only place where you do NOT know the location of the spy, is the spawn...
If there are any orthographic/grammatical errors in this post, you can keep them and, if you want, hang them over your bed ;)

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