How To Fix Co Maps

wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
<div class="IPBDescription">Cause they all need it</div> All CO maps need the spawn points in a protected area, such as a room that only the team that spawns in can use to leave (one way door) or such as that they are raised enough that it is hard to go into (NS makes this hard in its own with flying and wall walking)

Look at ANY constant DM game. TFC is a nice example, notice how the spawns are protected for the most part? NS needs that also. The objectives such as the CC and hive should still be easily accessable though.
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Comments

  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    Hmm, i kinda like that
    but think of all the camping that will happen OUTSIDE there doors <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CreatorCreator Join Date: 2002-11-02 Member: 4525Members
    It doesnt really solve the problem of spawn camping, atleast spawning now has some sort of randomness and it doesnt allow the camping team to wait in one location all the time.
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    If you have a safe spawn + 2+ extits, you will have little spawn problems
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Ahh TFC, thats where i was born... *dreams*
    But, yeh, something needs to be done about spawn camping, either from the dev coders, or the mappers. We need to stand up!

    But, you would need 2 spawn rooms, with 2 different exits, all far enough apart from each other, but close enough to the cc. Camping the spawn doors is as bad as camping the spawn points. Espically when a gorge web's them, and a fade with AR or a skulk with xeno waits near the door.
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
    spawn camping? need not worry, if all the marines come out firing np...if all the skulks come out biting, np <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    lol, yeah... take 2fort apart, and convert one flagroom to a com chair, the other to a hive...

    j/k
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    <!--QuoteBegin-Restrik+Feb 6 2004, 02:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Feb 6 2004, 02:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> spawn camping? need not worry, if all the marines come out firing np...if all the skulks come out biting, np <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Aha. Aha. Aha.

    Are you serious? In either case you would never have a chance to get anywhere near doing damage. Either you will have your face bitten off in an instant or you will be mown down by long-range fire before you can get your bearings.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    spawn camping is not a problem unless you stink, besides the comm chair would just die because all the wimps would hide in the protected area

    the one idea that might be fun would be to have the marines spawn in on a ship and then teleport to the spawn (this would be mega hard to implement and very easy to camp the teleport in spot...
  • Anime_Tentacle_MonsterAnime_Tentacle_Monster Join Date: 2003-01-06 Member: 11931Members
    <!--QuoteBegin-Hyperion2010+Feb 6 2004, 01:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion2010 @ Feb 6 2004, 01:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> spawn camping is not a problem unless you stink, besides the comm chair would just die because all the wimps would hide in the protected area

    the one idea that might be fun would be to have the marines spawn in on a ship and then teleport to the spawn (this would be mega hard to implement and very easy to camp the teleport in spot... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I guess I suck then

    being I have a nano second to kill a Sulk with Focus in level 1 armor

    If the sulks have a sucessful rush the game is over...
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    spawncamping is a problem of the MAP! there are some co-maps where it it solved quite right, other maps are horrible. but think about it: both teams have to be able to "camp" the enemies, to get some time to kill the cc/hive. losing co matches does have something weird. you lose but you are stil alive. never will get used to it...
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    <!--QuoteBegin-Hyperion2010+Feb 6 2004, 01:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion2010 @ Feb 6 2004, 01:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (this would be mega hard to implement and very easy to camp the teleport in spot... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1. No, it would be so easy to impliment: triggerteleport and a teleport destination(s) is all you need, depending on how good you want to make it.

    2. It wouldn't be eaiser to camp the teleport destinations than the normal spawns.

    Protected spawns are NESSARY for any TDM based game. Name one TDM based game w/o proteced spawns? CS only gets away with it because of rounds.

    You can't argue that people will stay in the protected areas. If they do that, they lose, no problems.

    Many CO maps, espically with few players, end up to a more advanced game of "wack-a-mole" where you just shoot/bite whatever spawns first. All is need is a extra room with a one way door, or a game_hurt to stop enemys from killing you when you spawn.
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    <!--QuoteBegin-Lt.Gravity+Feb 6 2004, 06:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 6 2004, 06:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> both teams have to be able to "camp" the enemies, to get some time to kill the cc/hive <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <b>NO!</b>

    There is no way to justify spawn camping! Mappers should move the spawns away from the CC/Hive. This would cut back on spawn camping, and allow for eaither team to attack for a moment w/o getting ambushed, and allow the defending team to mount a counter attack.

    CO maps seem thrown together; they are like NS maps but w/o the resouce nodes and buildings, not TDM maps.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--QuoteBegin-wRaven+Feb 6 2004, 09:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wRaven @ Feb 6 2004, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is no way to justify spawn camping! Mappers should move the spawns away from the CC/Hive. This would cut back on spawn camping, and allow for eaither team to attack for a moment w/o getting ambushed, and allow the defending team to mount a counter attack. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And then the marines can shoot the hive and have distance between them and the aliens while shooting the hive, disallowing the aliens to respond quick enough to get near them to kill them.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-wRaven+Feb 6 2004, 03:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wRaven @ Feb 6 2004, 03:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Feb 6 2004, 06:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Feb 6 2004, 06:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> both teams have to be able to "camp" the enemies, to get some time to kill the cc/hive <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <b>NO!</b>

    There is no way to justify spawn camping! Mappers should move the spawns away from the CC/Hive. This would cut back on spawn camping, and allow for eaither team to attack for a moment w/o getting ambushed, and allow the defending team to mount a counter attack.

    CO maps seem thrown together; they are like NS maps but w/o the resouce nodes and buildings, not TDM maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    "Thrown together"



    ....

    Can i have the months of my life back which spent "throwing together" a combat map? Oh wait, that's because i spent MONTHS of HARD WORK working on a map. These maps are NOT thrown together.

    The protected spawn idea can be remedied with the spawn invulnerability. That solves the issue straight off the bat.

    There is nothing to discuss, the issue of spawn camping has been covered in many ways, and the best solution was the invulnerability.
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    I can't comment on any map becuase it is the same as saying to an artist "you should of used more yellow, redo it." It hurts peoples feelings.

    CO maps have...weak...spawn areas. If they were made for DoD or TFC, they wouldn't be played because the spawns are open, and the flag is in the spawn. Invulberlity dosen't factor into it.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited February 2004
    <!--QuoteBegin-wRaven+Feb 6 2004, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wRaven @ Feb 6 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't comment on any map becuase it is the same as saying to an artist "you should of used more yellow, redo it." It hurts peoples feelings.

    CO maps have...weak...spawn areas. If they were made for DoD or TFC, they wouldn't be played because the spawns are open, and the flag is in the spawn. Invulberlity dosen't factor into it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ok, i can see you're pretty slow, i'll explain this step by step.

    The problem is spawn camping.

    <b>Possible solution 1:</b>
    Isolate marine spawn making it an area only accessable to marines with doors leading out to the rest of the map, a la 2fort (or whatever it's called) from TFC.

    <b>Fatal problem with solution 1:</b>
    The aliens can camp the doors making the marines unable to leave spawn. A clever alien team would send half the team to eat the CC leaving the marines powerless.


    <b>Possible solution 2:</b>
    Have the marine spawn in a completely different area of the map.

    <b>Fatal problem with solution 2:</b>
    The time it takes to get from the new spawn to the CC may be too long, causing the CC to needlessly sustain heavy damage.


    <b>Possible solution 3:</b>
    Have the marines spawn in an unconnected part of the map and have them teleport in.

    <b>Fatal problem with solution 3:</b>
    Aliens camp the teleport, same problem as solution 1.


    <b>Possible solution 4:</b>
    Give the marines 2-3 seconds of invulnerability on spawn. Giving them the precious few seconds to evade attack and attack an enemy with no fear of death. Give them time to sort their upgrades with no fear of death.

    <b>Fatal problem with solution 4:</b>
    None.


    And solution 4 is currently implemented into the game already, however i think it's a server variable, or it's been removed for the current beta build.

    Anyway, what you are bringing up is a GAMEPLAY PROBLEM and not a MAPPING PROBLEM. Go take it up in the ideas & suggestions forum, or tell some that gives a damn. This has nothing to do with us and is entirely of NO RELEVANCE since the issue has been addressed and a suitable solution has already been FOUND and IMPLEMENTED.


    *EDIT: This post was brought to you by the letter "<b>logic</b>" and the number "<b>common sense</b>"
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Calm down. And its all TFC maps, not just 2Fort <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    Have them spawn in little booths in the ceiling with a time opened door. So they spawn in it, stand on the door for a second to chose upgrades, then it drops them out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-wRaven+Feb 6 2004, 05:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wRaven @ Feb 6 2004, 05:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> CO maps have...weak...spawn areas. If they were made for DoD or TFC, they wouldn't be played because the spawns are open, and the flag is in the spawn. Invulberlity dosen't factor into it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    On TFC or DoD people can't walk on the walls, or have to bite to death the flag, so it's not the same thing...
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin-esuna+Feb 6 2004, 10:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Feb 6 2004, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>Possible solution 4:</b>
    Give the marines 2-3 seconds of invulnerability on spawn. Giving them the precious few seconds to evade attack and attack an enemy with no fear of death. Give them time to sort their upgrades with no fear of death.

    <b>Fatal problem with solution 4:</b>
    None. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed that this is the best way to deal with spawncamping.

    But however I'm not sure if the command was removed. Hopefully I can test it later on. Can anyone tell me whats the command for spawn invulnerability?
  • briktalbriktal Join Date: 2003-08-20 Member: 20021Members, Constellation
    I seem to remember playing quite a few rounds in Combat on a map where the marines didn't respawn in the same room as the CC. It doesn't do that anymore. I learned that the aliens are pretty good at defending the CC room. Besides, even if the marines take a few more seconds to get to the CC, that's a few more seconds of damage the aliens can inflict.
  • Anime_Tentacle_MonsterAnime_Tentacle_Monster Join Date: 2003-01-06 Member: 11931Members
    edited February 2004
    I've been toying around in the Build...

    I've noticed that they've localized Buildings to be placeable ents

    since spawn camping is a big deal

    Why not add 1 ta 2 turret and one Turret Factory

    This nullifies the spawn camping problem without creating a large unbalance for the marines...1 or 2 Turrets wont last long against aliens...but at the same time the aliens attacks will be focused on the turrets instead of the marines...allowing them to spawn and counter-attack.

    This is a mapping deal...and I dont know if it will work for CO...but I think it will judging from how other things like the armory, CC and hive are placed...

    -e-

    lemme add the fact that

    1. Once the turrets are gone their gone...you cant build more...
    2. Aliens cant camp a spawn because if they try they get shot
    -however on the same note as a mapper place the turrets in an area that the aliens can attack the CC but NOT camp the spawn...

    In other words place the turret so it has a blind spot behind the CC...that was Aliens can hit the CC but cant spawn camp...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Esuna is right you know, other methods will make the game totally unbalanced, marine biased too by what I read.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Keep in mind that it's not just marines who get spawn-camped. However, since Hive rooms tend to be much larger than CC rooms in Combat maps, aliens' spawn points are more spread out, which seems to lend them a little more survivability, whereas a bunch of marines spawning in a space small enough to park a car adds up to a lot of dead marines.

    (it also helps the 'spam grenades at the marines feet' effect that I hate so much)

    Perhaps if the Marine spawn points were more spread out they'd have more of a chance to survive...
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    /me take a look at 2for decompiled and thinks about importing NS texture...

    WOAH... what a horrible dream... someone stab me!
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The combat maps do need some fixing, but I don't think spawncamping is the problem. Of the whole bunch only Co_Core has a Deathmatch-style flow to it, the rest are a collection of flat rooms and flat hallways that play like miniature NS maps.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Let's take some HLDM maps and turn them into co maps!

    Just kidding. I think people are just used to mapping for normal NS, and as such the current co maps will look quite linear. I bet in the future though, we'll start seeing alot more interesting maps with lots of elevation changes and complex layouts.
  • Anime_Tentacle_MonsterAnime_Tentacle_Monster Join Date: 2003-01-06 Member: 11931Members
    You know to expand on my original idea


    if u implemented turret defenses in each base (alien and Marine)

    You would have to admit that would keep low level's out of the spawns

    in essence this c/would draw battles into the middle of the playing field and in essence lengthen games out...

    The one draw back I see to this is Team A or B sitting in their spawn with the protection it offers thus creating a stale game...

    However it does have the possibility to elmininate spawn killing and lengthen games...


    The problem is you have to build the structures (thus far) in co maps the armory is already built so ill assume if u put a turret and a factory either or sides...it will spawn built in the CO maps...

    However from a mapper pov if this works suit the defenses to the orientation the map presentes...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Anime Tentacle Monster+Feb 7 2004, 05:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anime Tentacle Monster @ Feb 7 2004, 05:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know to expand on my original idea


    if u implemented turret defenses in each base (alien and Marine)

    You would have to admit that would keep low level's out of the spawns

    in essence this c/would draw battles into the middle of the playing field and in essence lengthen games out...

    The one draw back I see to this is Team A or B sitting in their spawn with the protection it offers thus creating a stale game...

    However it does have the possibility to elmininate spawn killing and lengthen games...


    The problem is you have to build the structures (thus far) in co maps the armory is already built so ill assume if u put a turret and a factory either or sides...it will spawn built in the CO maps...

    However from a mapper pov if this works suit the defenses to the orientation the map presentes... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Good idea, although Combat is fast + furious. Kestrel, is a map with an open marine spawn. That seems to work quite well, until you get lvl 10 fades or an onos, which I think shows that marines will lose without upgrades.

    Faceoff is another map where spawn camping is largely responsible, although its a big room, all the spawn points are in the smaller area by the CC <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> So I think co maps are really the spawn plugin (as mentioned) room dimensions and spawn placement. No need to fix combat maps, just tweak.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Yama won.

    Everyone else should surrender <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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