Project Stealth

Forums => Public Discussion => Topic started by: nubishdubishbone on September 26, 2013, 07:09:12 PM

Title: Spawn points and how important they are (Anti-Spawn-Camping)
Post by: nubishdubishbone on September 26, 2013, 07:09:12 PM
I was playing some Blacklist solo, and was on the "Hacker's Den" map where there are cameras spotted around the industrial zones... Long story short it got me remembering the old days of CT cameras and how i had a difficult time with them while being chased by a merc.

But the point is it made me remember being a merc and on a map like clubhouse or Station, it was sooo easy to spawn camp on the spies, made it almost impossible for spies to get out of the spawn and made the game feel stupid if you know what i mean.

I think every map should have 4-5 spawn points to just wash that all away, so the mercs never know where exactly the spies will spawn and the objectives will become the priority, also merc spawns should be varied just as much so the reciprocal doesn't happen.

Sorry for creating a new thread if this has been discussed before but the last post i seen about spawns was from 2011...
Title: Re: Spawn points and how important they are (Anti-Spawn-Camping)
Post by: frvge on September 26, 2013, 08:18:04 PM
Just having more than 2 entry routes, that are hard to 100% protect with mines, should work. :)
Title: Re: Spawn points and how important they are (Anti-Spawn-Camping)
Post by: NeoSuperior on September 27, 2013, 03:06:46 AM
Yea... In Club you could only enter through the hall or through the garden. If one merc camped at each spot then the spies had a hard time to get by unnoticed. Aquarius handled part much better.
Title: Re: Spawn points and how important they are (Anti-Spawn-Camping)
Post by: frvge on September 27, 2013, 03:12:57 AM
Aquarius had spawns that were easily minable. I think Orphanage did better. 2 sides entrance split up in multiple endpoints, and then there was the upperfloor. About 7 entrances.
Title: Re: Spawn points and how important they are (Anti-Spawn-Camping)
Post by: SheikTheGeek on September 28, 2013, 10:27:50 PM
Quote from: frvge on September 26, 2013, 08:18:04 PM
Just having more than 2 entry routes, that are hard to 100% protect with mines, should work. :)

This solves the issue.  Good map design eliminates the need for multiple spawns points.
Title: I like spawn rape
Post by: WTaFa(Wraith) on October 07, 2013, 02:28:06 PM
What could be more adrenaline engaged then a little spawn rape (http://www.thief-haven.com/the-game/spawn-rape)?

           Spawn raPPing

When I came in the thieves were in their spawn,
When I went out the thieves were all gone.
I firespammed the whole place,
Then I smacked down every face,
Then there was hella whining,
'Cus them foos couldn't handle my GRINDING*
Then I did it again and again,
So I got kickbanned never to come back again,
So I changed my IP and I got a new ID,
But I keep on with my mad ways 'cus I'm migh-ty!