Using spawn zones in puzzle maps...

Discussion in 'Halo and Forge Discussion' started by Packeranatic, Jun 11, 2011.

  1. Packeranatic

    Packeranatic Forerunner

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    So one of my pastimes is creating puzzle maps. I've spent the better part of 4 months polishing and co-forging a trilogy of maps, but they have one glaring problem. The respawning is terrible. I almost never respawn where I need to and have tried several different combinations of spawn zones. I've also heard you respawn the farthest place from where you died, which just further confuses things for me.

    For example my first map has 4 respawn points. The last 3 can be unblocked. The first is the main room. Here are the spawn zones I am using with them currently.

    1. Anti.
    2. Weak, weak, weak, and 1 regular zone.
    3. Weak, weak, and 2 regular spawn zones.
    4. 1 Respawn zone.

    90% of the time I respawn at #2 for some reason, even with all of them unblocked.

    So my question is, how can I use the spawn zones in combination so that you only spawn at the next checkpoint?, or are at least more likely to spawn there?
     
  2. pyro

    pyro The Joker
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    I know hard respawn zones do not stack, and weak zones don't stack unless they are in a regular respawn zone so the second one will always be preferred. Usually people do the spawning by unblocking teleporters.
     
  3. Erupt

    Erupt Forerunner
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    Just put one weak zone on spawn point 2, two weak zones on spawn point 3, and three weak zones on spawn point 4.
     
  4. DUCK NG

    DUCK NG Forerunner
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    If you can't get it to work with respawn zones, could you instead cover up the first when the second is unblocked. Do that through out the line and then only the current one would be useable.
     
  5. pyro

    pyro The Joker
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    Or none on 2, one on 3 and two on 4

    Actually if each spawn is covered by a fusion coil and the run time min is one less than the number on the map, you could make the first one never respawn with spawn at start false so it spawns only when the next fusion coil is destroyed. This way there must be a fusion coil on each spawn except the one that was just destroyed.
     
    #5 pyro, Jun 11, 2011
    Last edited: Jun 11, 2011
  6. Packeranatic

    Packeranatic Forerunner

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    Thank you, this helped a lot, and answered my question on how I can make it so there is preferred spawning. =D
     
  7. Erupt

    Erupt Forerunner
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    But then 1 and 2 have the same weight so it'll be a throw up between those two.
     
  8. pyro

    pyro The Joker
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    unless the strong spawn zone is not over one
     
    #8 pyro, Jun 11, 2011
    Last edited: Jun 11, 2011
  9. Erupt

    Erupt Forerunner
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    When did a hard spawn zone come into this? Hards won't stack with weaks so if you have a hard over 2, 3 and 4 2 will have the highest weight because it has the hard zone, but the other two only have one and two weak zones.
     
  10. pyro

    pyro The Joker
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    weak spawn zones only stack when stacked on top of a hard respawn zone.
    spawn point 1: null
    spawn point 2: strong zone
    spawn point 3: strong zone, weak zone
    spawn point 4: strong zone, weak zone, weak zone

    The word of Bungie...Read it thou musteth
     
    #10 pyro, Jun 11, 2011
    Last edited: Jun 11, 2011
  11. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Actually, you would need:
    spawn 1: null
    spawn 2: weak zone
    spawn 3; strong zone
    spawn 3: stacked weak zones (i forget how many you need to get more influence than one strong zone)

    This I know from experience. Stevo has done some extensive testing of this, which I have taken part in. If their forge maps are any indication, Bungie seems not to understand this system very well. I believe maps other than Forge World have some under-the-hood spawning systems that we don't have access too, allowing Bungie to make decent spawns on these maps. However, Bungie's failure to create decent spawns in their Forge World maps, combined with their disagreeance with tried-and-true methods would lead me to believe that they are incorrect.
     
    #11 Psychoduck, Jun 12, 2011
    Last edited: Jun 12, 2011

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