need help with MLG spawinig theory

Discussion in 'Halo and Forge Discussion' started by iRage is FORGIN, Dec 21, 2009.

  1. iRage is FORGIN

    iRage is FORGIN Ancient

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    can somone please fill me in as to what kind of spawning to use for MLG team slayer and MLG team ball? if it helps my map is in the main rectangle of foundry (i can't remember what its called, like ons and amp) and it has 2 bases (one for each team) and 2 neutral towers, it is symmetrical and i am happy to answer any other questions about it so someone can please tell me what to do about spawning.

    thanks
     
  2. Insane54

    Insane54 Ancient
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    Look at the MLG maps for an example and don't be lazy?

    Generally, MLG works with 2 respawn areas for team games for each team (Ons), or neutral if it's a neutral spawn game (Amp or LDown). Spawns are generally placed minimally to promote spawn knowledge and use of spawns to your advantage instead of random. They're also usually placed equally around so that every spawn as a more or less equal advantage.
     
  3. iRage is FORGIN

    iRage is FORGIN Ancient

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    i know that, i mean using an algorithim like selecting random digits from a non-repeating sequence i.e. PI and using them as the spawn order of spawn areas to eliminate spawn killing.
     
  4. Ladnil

    Ladnil Ancient
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    I think you're making it more complicated than it is with your random spawn order. MLG spawns are not intended to prevent all spawn killing nor are they intended to be unpredictable. I can't cite the thread, since it turned into a massive flamefest and was deleted, but there was a thread in the MLGpro forge forum about spawns on maps like Onslaught. The majority of posters were hating on the map for its spawn killing, and Nexy came in, quoted a post saying "spawn killing is not competitive" or something to that effect, and replied "since when?" Basically he was defending Onslaught's predictable spawn system, and saying that spawn killing is acceptable sometimes.

    MLG maps including spawns are supposed to reward skill, and one of the ways to do that is to allow manipulation of spawns. Think of The Pit or Construct, forcing the other team to spawn courtyard is an important aspect of Flag on one, and spawning your own team up top is very important on the other. I wouldn't say that allowing spawn control hurts these maps, its an important part of the game. I think your map should attempt a similar level of spawn control, let the players predict where the other team will spawn and let a good team force the other team to spawn in a place of their choosing sometimes. Purely random spawns are bad as they prevent any skilled manipulation of the spawn system, and overly repetitive spawns are bad because they take all the skill out of spawn control.

    The only algorithm to MLG spawn systems is to take your best shot, then test it with skilled players who are trying to abuse the system, and correct any positions that players overly or rarely spawn in.
     
  5. PulseKiller

    PulseKiller Ancient
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    MLG maps are made to be spawn-killable on. The thing that makes the maps competitive is the fact that on all of the maps with the occasional exclusion of Amp, top players know exactly where the other team will spawn. This makes set-ups possible and allows for players with more knowledge of the game to outplay those of lower knowledge. If you were to make them 100% random, that would force players to spawn right next to their oponents and would make the game rely a lot more on luck than it currently does.
     
  6. Insane54

    Insane54 Ancient
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    Also, this makes absolutely no sense. Why would you select random digits from a non-repeating sequence when you could just select random numbers if you wanted that? Why would you choose random numbers when you could just set the spawn orders to 0 (Random, I think)? Why does it make any sense to choose random numbers for spawn orders when in gameplay it won't be randomized and just be ridiculously bad?
     
  7. iRage is FORGIN

    iRage is FORGIN Ancient

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    you don't have to select them from a non-repeating sequence, it was just an idea. all i really want to know is: whats better individually sided spawnpoints or spawn areas when playing team ball and team slayer.
     

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