Global Communications > Development Media

VC's Forge 90226: Live and Let Die

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VC:
Normal DM spawns.

Honestly, our mapper fiends are having a hard enough time figuring out how spawns work, in general, and how to count them.  Try playing Complex on a pub and enjoy the -1 starting scores of a third of the players to see that in action.  Would I try to get every map tweaked and re-built just to support a new scenario while I'm nagging nightly to get documented LUA callback functions fixed because they were "written" and never tested until I tried to use them and saw them fail all over the place?  Nope, and that is assuming I needed any alteration to the spawn pattern.

DM spawns are exactly what I need for this scenario,

And now, I return to waiting for Lodle to add a function so I can get L&LD into a testable state.  Then I need to stomp on Wake's toes and draft some beta testers because apparently we have only three that actually show up anymore, and he seems to be too busy being a bi-polar sourpuss to axe the noobs and bring in some people who will appreciate the position.

PPK:
Thanks for the thorough explanation about the spawns and Complex. In fact I've played Complex in a crowded server and killed myself twice in a row because of spawns.

What I was thinking about when I asked my question was making both the normal players and the Baron spawn away from the AuG, the players a little closer than the Baron. Maybe the players could spawn around the trucks or something. It would drive to a completely different spawn logic on this game mode, which in turn would require more work.
Or you could just make sure no one would spawn too close to the AuG.

That was me rambling. Dismiss the text above please.

Staaf:
can't wait to see this. keep up the good work

Ruone Delacroix:
This looks amazing, and I can't wait to be able to try it out. I just hope that the people that play it actually play it as the game variant is set up and not just as DeathMatch.

VC:
I'm happy with random spawns.  Any attempt to plant player locations will lead to CSS repetitiveness.  We flip the team spawns every round specifically to avoid repetition while respecting the fact that many maps have some form of polarity.  As it is, someone's going to spawn next to the Baron, someone is going to spawn next to the AuG, and everyone's chances are equal.  It's the same way with MWTGG really.

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