flipping re-spawns..any solutions?

Discussion in 'Halo and Forge Discussion' started by Sagan, Mar 3, 2008.

  1. Sagan

    Sagan Ancient
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    Is there any concrete fix for the spawn flipping issue? ...that is where the defending team may end up re-spawning at the attackers re-spawn zone if too many defenders are on the "attacker side of the map..." In alot of cases this never come up...but on a couple of maps it seems to happen too often...
     
  2. Maxwell360

    Maxwell360 Ancient
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    It doesnt happen to me often but what seems to help is when I add more spawns than I need to. For example, for team games such as CTF. I would place 10-12 defending spawns and 10-12 attacking spawns. That way there is always room and a higher chance for the team to spawn there. Another way to help this is by adding neutral spawns near the centre of the map so that the game does not have to resort to "flipping the spawns" and that it always has somewhere to send the other team rather then making a team spawn in the other teams base.

    Hope I could help :s
     
  3. Kapura

    Kapura Ancient
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    Try making the respawn areas bigger, or making multiple respawn areas for a team. This should work, but Bungie's spawn system makes me cry and pout. The other possible solution that should work is dedicated respawn points, i.e. set the team for the spawn points. But these would only be useful in team oriented games. Try those and let me know how they work.
     
  4. Nemihara

    Nemihara Ancient
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    Make some neutral spawns in the middle.
     
  5. Grif

    Grif Na'vi Tits
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    More spawn points and some neutral in the middle
     
  6. Sagan

    Sagan Ancient
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    I'll try out those suggestions...thanks alot......the map I have the biggest problem on is a "narrows" based map called "The Narrow Way" that is designed for a grif-ball variant.....due to the linear nature of the map, when a team is scoring a goal, all the spawns flip due to team balance....perhaps a more central spawn area is the best solution....
     
  7. squidhands

    squidhands Ancient
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    If you're going to do that, make sure you set the priority level to the central neutral spawn area at 1. This will force the game (in theory) to look at this area first when it's choosing to spawn you out of harm's way. Is the main court going to be on the upper portion of the bridge? You might want to consider using either side of the lower shotgun bridge as team respawn areas as well. If so, make sure you adjust the height of the respawn areas so they don't include the upper spawn points. That should prevent any far away respawns.
     
  8. Sagan

    Sagan Ancient
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    Yeah, the court or field is the upper surface....from end to end... I set up a nice pair of "grav lifts on weapon holders" in the center of the lower bridge so each of those lower areas could be a respawn "locker room" of sorts offering quick access to the center of the court, rather than having teams spawn in next to their goal lines.... Perhaps there is the root of the problem, having 2 team specific spawn basically right next to each other in the center of the map....
     
  9. icedemon

    icedemon Ancient
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    well, there r the special spawn points just for ctf that spawn u somewhere else when the other team has the flag or bomb u spawn to the side or somewhere like that.
     
  10. Keegano

    Keegano Ancient
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    i have had a problem like that the attackers would go to the defenders base and just camp and they would just keeping spawing in the same spot and not spawn where the attackers did
     

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