Double Res Nodes - Borked with Random Spawns?

zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
<div class="IPBDescription">what do you think?</div>I've decided to get rid of my double res nodes because with random starts they can mess up the balance. Unless the double res nodes are exactly the same distance from all tech points, but then I imagine it'll be a kind of death-match arena type of map.

Comments

  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Or you could just disable random spawns?

    We need to remember that the addition of random spawns does not effect the mapper in any possible derogatory way, it only simply expands and opens up for more options. You still have complete control over where both teams spawn, and are perfectly free to have static spawns pre-188 style is you so wish.

    If you want to have random spawns in your map but it causes your existing layout to be unbalanced, you'll simply have to re-design it in some way or another.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited January 2012
    The other thing is you can disable some spawns from being used at all. I have an enlarged double with a tech node between. this is not used as a starting point, I also played with the idea of allowing 2 of the other tech points to be random alien, and 2 being random marines, so it restricts the approaches and enables me to design different marine and alien start areas.

    Basically the options are endless. The devs have left it open to us to choose which style best suits our map. Now I am aware of this, I have an old map idea that i originally worked out for NS1. I am going to work that idea as a later project, and have a fixed MS with 4or5 potential alien spawn locations (I know that's more than NS1, but the rules have changed).

    <!--quoteo(post=1894818:date=Jan 16 2012, 07:05 AM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Jan 16 2012, 07:05 AM) <a href="index.php?act=findpost&pid=1894818"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've decided to get rid of my double res nodes because with random starts they can mess up the balance. Unless the double res nodes are exactly the same distance from all tech points, but then I imagine it'll be a kind of death-match arena type of map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's what the current map I'm working on is. 4 tech points, with a double and a 5th tech point in the centre. It's about quick, confrontational gameplay. We'll have to see how it works out, but it's a nice small map, so it's not too much work lost if it doesn't work out :)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    Double res nodes can work with random spawns. If you think about distance for both teams.
    The only thing you have to think about when putting in random spawns:
    It is not feasable to have both teams be able to spawn at the same location.
    That creates large imbalances map-wise, no matter how your map is. Mainly due to vents.
    Aliens need them near their spawns to get around the map easier.
    Marines need to not have them.
    This is a flaw on the official maps at the moment.
    Also, think about distances from different spawning screnarios, short distances are not good for gameplay either.
    Too high risk of 2minute spawncamp games. Short spawncamp games can happen with longer distances too, but not nearly as often.
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