- Feb 14, 2011
- 41
- 1
I put the lockers in the back because Mangy was complaining about engineers ):
Seriously though, I didn't think those 2 seconds of extra walking were much of an issue. I didn't want players having health so close to the spawn exit, since they overlooked a significant position. Spawncamping wasn't much of an issue, since the CP capped so fast. If it came to spawncamping the team probably didn't have much of a chance regardless.
An alternative spawn exit design might have worked, but I also didn't want players to take too many turns on their way out, and the distance from spawn -> CP was already getting pretty lengthy.
It was an efficient solution. I'm sorry
No worries! I'm a big fan of coldfront, it's one of the few maps I'll actually play, and this supply locker thing is more of a theoretical point for me anyway. If there was no other way, there was no other way. While we'
re on the subject...all those I-Beams in the ceilings of the final points of coldfront make it mighty hard to rocket jump quickly out of spawn...