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Fix Random Spawns in CA >:o

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  • Fix Random Spawns in CA >:o

    Nothing's more annoying than spawning in a 4-1 situation, other than the occasional (yet for ME seemingly common) "chasecam spawn" where you'd down to 0 30 before you realize you aren't chasecamming anymore. Your thoughts.
    Last edited by Stung; 07-24-2007, 07:27 AM.

  • #2
    How about 2-4 random spawn points are chosen, and an entire team is spawn near that location. Just check if there's room and all.

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    • #3
      I am in favor of eliminating spawn points that are not traditionally used on DM3. Generally speaking, using the standard spawn points you can escape most situations.

      In CACE, if players spawn on the same spot they just get 'tossed' in different directions. But it doesn't happen often.

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      • #4
        I always hate it in 2v2's when (let's just say DM3) I spawn at SNG and my teammate and the other team spawns at Bridge/Window/YA so by the time I get there my teammie has been killed and starts whining that I didn't help them out, ect.

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        • #5
          Stung: Spawning between members of the other team is just the luck of the draw. Sucks, but purely random chance. Spawning where your chasecam was is an old flaw in quake, whereas (like in dm/ctf) you respawn sometimes where you died.
          I'll try to track that down and eliminate this happening. Maybe by adding a delay before it picks a spawnpoint.

          CAT: Extra spawnpoints were added because people were getting "pushed" into walls/floor on bigger games for dm3. Dm3 wasnt made for more than a 4 on 4 there are only 5 "original" spawnpoints. I looked at the CACE code and it doesnt do more than original RocketArena, by adding velocity forward as the player spawns. "self.velocity = v_forward * 320".

          Suggestions?
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #6
            My suggestion would be to eliminate additional spawn points when the number of players actively playing is greater than 8 on DM3, and a customized number for other maps based on the spawn points.

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            • #7
              Quad proprosed a problem with extra spawnpoints (or maybe, at least choosing them randomly) but I'm not sure what's wrong with having extra spawnpoints...

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              • #8


                I've played a lot of games of CAx and haven't seen any spawns in any of those games. I thought I saw a zombie once, though, but it was just Zop.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                • #9
                  *drumroll*

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                  • #10
                    Baker gave me an idea for a thread
                    e|------------------------0---------------
                    B|---------------0^1----------------1----
                    G|---------------2------2------0^2-------
                    D|---------------2-------2--2-------------
                    A|---------------0------------------------
                    E|----------------------------------------

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                    • #11
                      Originally posted by R00k View Post
                      Stung: Spawning between members of the other team is just the luck of the draw. Sucks, but purely random chance. Spawning where your chasecam was is an old flaw in quake, whereas (like in dm/ctf) you respawn sometimes where you died.
                      I'll try to track that down and eliminate this happening. Maybe by adding a delay before it picks a spawnpoint.

                      CAT: Extra spawnpoints were added because people were getting "pushed" into walls/floor on bigger games for dm3. Dm3 wasnt made for more than a 4 on 4 there are only 5 "original" spawnpoints. I looked at the CACE code and it doesnt do more than original RocketArena, by adding velocity forward as the player spawns. "self.velocity = v_forward * 320".

                      Suggestions?
                      To the former: thanks for that effort. It's quite annoying and yeah, the delay seems plausible--commonly I spawn instaneously following the gibbing of my teammate (like a telefrag) and it happens so quickly that I don't process it until im to 40 60 in health.

                      To the latter: with the limiting of teams to 4 active players at a time, it seems that the random spawns are now pointless. Cat has outlined plausible solutions (as to which 2 spawnpoints to keep, and which to eliminate entirely in another post)

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                      • #12
                        Using sequential spawn order would create a systematic approach to the game.
                        If you spawned back hall first, then you would spawn lifts second, then Ra tunnel, Ya, RL, etc in order. For 2 on 2 games, you could keep track of where the opponents would spawn. Would this make the game more challenging or just take out the problematic way of sometimes spawning in a crowd of the enemy team? Sometimes the skill of a game is learning the nature and being able to logically predict whats going to happen next. Whereas pure random nature relies on reflex and impulse. Alternately, we could have very specific spawn points for each team, ie blue team gets back hall, red armor room, ra tunnel and nailboxes, RED team gets RocketLauncher , yellow armor, bridge, pent window.
                        I'm not sure how much more fun CA would be but would be interesting to see the difference of , Random Spawn order, Sequential Spawn sequence, or FIXED spawn placement.

                        Wow, I guess I had too much coffee this morning
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #13
                          you mean tab and mountain dew

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