A way out?

Sarijy

L1: Registered
May 24, 2009
15
0
A way out:
The map I have been steadily working on for an extended period (Yet haven't posted because I'm not ready) has a spawnroom that does not give many options for teleporter entrances. I added a small nook inside of the spawn room where you can place teleporters, 3-4 total. I intend for people to use this to leave their teleporters in an actually useful path. However there is a problem which is I don't want people building teleporters INTO the only spawnroom on the map in order to grief.
I was contemplating setting up a team based teleporter that sends you to the middle of the map if you use it, but then it can be used as a weapon...
Is there just a simple way I can make it NOT teleport players into the spawn room of the enemy team, or in general?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Its late for me so i might be a little not all there..

I don't understand your question at all, so im going to break it down as to why.

spawnroom that does not give many options for teleporter entrances.

Shouldn't, spawn rooms are normally ALL no build.

I added a small nook inside of the spawn room where you can place teleporters, 3-4 total. I intend for people to use this to leave their teleporters in an actually useful path.

Do you mean you've set aside a area IN the spawn room meant only for teleporters?

However there is a problem which is I don't want people building teleporters INTO the only spawnroom on the map in order to grief.

Do you mean people can not build anywhere else?

I was contemplating setting up a team based teleporter that sends you to the middle of the map if you use it, but then it can be used as a weapon...

?????

Is there just a simple way I can make it NOT teleport players into the spawn room of the enemy team, or in general?

wait... how are we talking about teleporting INTO enemy bases?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Im so lost ='(
 

Sarijy

L1: Registered
May 24, 2009
15
0
I added an area that is NOT included in the spawn room brush TO the spawn room.
It is behind the team specific barriers so its completely untouchable.
I made it for the purpose to build there BECAUSE there weren't good options for building right outside of the spawn room.
The problem I encounter is I don't want players building a teleporter EXIT inside of this area, which would allow the enemies to have access to the opposing teams spawn room. (Someone might get annoyed and build the opposite teleporter for spiting the other team, I don't know. I want to avoid the griefing)
I want to know if there is a way that I can stop the enemies team from using a teleporter that will go to the spawn room.
I'm contemplating making a small spawn room accessible only path that players who recently spawned can go to to access engineer teleporters. I'm contemplating adding a way out for people of the other team who step upon teleporters and get sent to a place where I don't intend them to go.
Thoughts on another fix?
Sorry if I didn't explain this too well. Been mapping for a solid several hours...
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Yeah, just add vestibule rooms which only attach to the spawn room but have a func_respawnvisualizer and door. Even if engineers build a reverse teleport to let spies in, the spies are stuck, "locked" into the little room.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
it's probably not the best solution to let them build in the spawnroom, it changes the spy-engineer dynamic as the spy can't sap the entrance. On that line of thinking no classes can attempt to push to the spawn to kill the tele entrance, which is a good way to take out engy position (by cutting off reinforcements to that particular area).

there are plenty of maps that don't have good tele placement immediately outside the spawn... run a few yards, put it behind a rock or something. :p
 

Sarijy

L1: Registered
May 24, 2009
15
0
I'm probably going to change it up a bit.
Its a ctf map to start with and the spawn room is next to the flag room, but not directly touching it and to get to the flag room you usually go by the spawn, which allows the majority of players who go to the flag room to just take out any teleorters. I'm probably going to scrap the idea being as there isn't an easy fix and aim to have slightly out of the way areas for the teleporters so they aren't a 'I'm a pyro running to the flag, ooh, I'll spend 2 seconds and cripple the other team'
I felt that that sort of issue made the engineer to un-useful to make it worth the weakening the spy-engineer war (I never really liked the spy getting behind the lines and spamming sappers on teleporters tbh)
Thanks for help I suppose
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Design comes as a series of compromises, if one thing isn't working, adapt. Don't try and throw a basic answer at it to work around the issue, as this in itself comes with a handful of new design issues and abuses. Such as those you have already listed concerns for. It is best not to modify basic gameplay mechanics in this way.

If your map isn't working with viable gameplay then somethings wrong with the map and needs to be revised.

Buildings should not be abel to be built in respawn areas. Such abilities will always be exploited.
Teleporter entrances should always be in a reachable location by enemies. Otherwise defence becomes OP.
Only consider forced teleportation when dealing with dynamic spawns, where a player might spawn moments before a CP ownership change, and become stuck behind the now locked door. It is acceptable and common practice to teleport trapped players to the currently active spawnroom.

Best solution, your map needs more cover. Cover immediately outside a spawn room is never a bad thing.
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
I'm probably going to change it up a bit.
Its a ctf map to start with and the spawn room is next to the flag room, but not directly touching it and to get to the flag room you usually go by the spawn, which allows the majority of players who go to the flag room to just take out any teleorters.

And the engineer can rebuild them. That's what engies do. They build stuff.

Don't buy into the common whine of the bad engie. "BUT THEY DESTROY OUR STUFFS!". So? Build them again. Building and maintaining stuff is 90% of what you do. That'd be like a pyro complaining he has to use his flamethrower...

Allowing engies to build unsappable stuff is generally just bad design.
 

Sarijy

L1: Registered
May 24, 2009
15
0
One of the things about my CTF map which is getting closer to being posted every day is that it has plentiful routes to the enemy base so I didn't feel defense would get too powerful by having a nice set of teleporters to the engineers. Players wouldn't be abusing the unkillable entrances. This may be an issue itself.
I added a touch more cover overall. I'm going to have three general areas where the engineer can build entrances all of which are reachable by the other team.

I did add some cover right outside the spawn room enabling it to be more protected also giving it a look at one of the entrances so it provides tactical and defensive cover.

I was trying to fix a problem a different way then I should have. I'll probably ask more questions or post another thread.
My map will go up pretty soon though.