Help with spawns

Discussion in 'Halo and Forge Discussion' started by Mallet, Feb 28, 2008.

  1. Mallet

    Mallet Ancient
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    But in diagram two when i was stood at point 2 the system had no problems respawning the second player at C and D.

    What you are saying makes a lot of sense, although it contradicts a lot of what Furious Ds post says. For example he says you need a big area around the whole map to make sure the corner spawn points are used, and Slanted (and several others) have these. Not trying to debunk what you say, I don't think any of us can be certain without a bungie employee helping out.
     
  2. NeverlessWonder

    NeverlessWonder Ancient
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    I don't agree with what Gravedigger's saying. I had the EXACT same problem as you working on my new map Cyclopean. No matter what I did with respawn areas, in any gametype, it always spawned player2 in the exact same 2 places everytime. Maybe 1/30 spawns he would spawn somewhere else. So I delete those two respawn points, and now the problem is happening elsewhere on the map on 2 different spawn points.

    Anyway, what I did that finally fixed it was this. For FFA, do not put any respawn areas down. You don't need them. However, for Assault and CTF, do exactly what you have now, but have one set of areas for defenders and one for attackers. And number them 1-4. And the important thing that made this all work for me, was I set team specifics for the respawn points. Instead of leaving them all neutral, I set "defenders" for the points I wanted defenders to spawn on and vice versa. You can leave neutral points in middle of the map if you don't care who spawns there, but you must specify which team owns the other spots.

    Since I did this I have had no problems with spawning on Cyclopean in the games I've played. Hope this helps you too.
     
  3. Mallet

    Mallet Ancient
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    I'll give it a go NeverlessWonder.

    I recreated my second test on the previous page without spawn areas, and everything happened as you would expect. So yeah, I think we can disregard the "old spawns retain old information" thing. It seems the spawn areas had more of an effect tghan I thought, bah idk.

    It's still confusing as to why points are cvhosen when it seems totally illogical, and the system remembering which spawn point was placed first seems just as ludicrous as them retaining old information.
     
  4. Shock Theta

    Shock Theta Father of 4chub
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    Slanted doesn't have a respawn area covering the whole map, it misses out some of the edges, notably where the respawn points furthest away from each other are.

    Placing a respawn area over the entire map doesn't really achieve anything.

    Also - Neverless - you don't need respawn areas for 1v1 but the more people you have playing the harder it is to prevent bad spawns and respawn areas can be helpful.
     
  5. NeverlessWonder

    NeverlessWonder Ancient
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    Actually Shock, I got my friend Smoochy into the party, and we both had player 2 controllers, so basically there were 4 people in game testing. We tested CTF and Slayer for about 45 mins. and everything worked great.
    And the map's so small that if you start getting a larger party, then bad spawns are almost impossible to avoid.
     
  6. Gravedigger5454

    Gravedigger5454 Ancient
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    You need a big party in FFA before spawn areas can be beneficial. They'll prevent bad spawns in large parties. If the maps big enough, you don't need them, and if it's small enough that you can only play with four people anyways, they're not needed. But if you have a medium sized map, that you want to be able to play with eight people, you'll end up with lots of bad spawns if your spawn areas aren't setup right.
     
  7. NeverlessWonder

    NeverlessWonder Ancient
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    I didn't say it could only play 4 people, I said I tested with 4 players. The map can fit about 8. The purpose of the test was to see if any of the 4 players had bad spawns or only spawned in the same place everytime. They didn't, and so my spawns were a success.
     
  8. Shock Theta

    Shock Theta Father of 4chub
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    Hey man, we're not attacking you or saying you've got it wrong. I know lots of maps that work great and don't have respawn areas for FFA. I'm sure yours works fine. What me and Grave are saying is true but it depends very much on the map geometry and lines of sight.
     
  9. squidhands

    squidhands Ancient
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    Sorry that all I have to offer are questions here, but let me ask this:

    -Say you have a larger map where adding respawn areas would be beneficial for FFA as Gravedigger says. Now say I already have two large respawn areas on each side of the map. How will adding the neutral FFA respawn areas (say 3 to each side, no overlap) within the larger TS ones affect these Team areas and vice versa? Are adding the FFA areas even necessary?
     
  10. NeverlessWonder

    NeverlessWonder Ancient
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    lol. I'm sorry, didn't mean to sound defensive or anything (I wasn't, being defensive that is.) I was just clarifying something I thought he misunderstood. But what you said is exactly right now that I think of it. There can be no 'one right' because depending on the map's layout, what works for you might not work for me. Yet another complication added to the problem of trying to understand spawns.
     
  11. Bllasae

    Bllasae Ancient
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    Did anybody else notice that the OP's picture looks like a face?
     
  12. NeverlessWonder

    NeverlessWonder Ancient
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    Yes. If you read the posts then you'll notice someone said it looked like the face of some mayan god or something. Back on topic..
     
  13. girl phreak

    girl phreak Ancient
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    why you arent spawning properly is because the starting area is were you start and respawn points is were you spawn after you die. so when you start you dont start on respawn points, you just spawn in a random place in the starting area
     

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