Dom_Complex

Which Spawning option would you favor?

  • Random Spawns Within Map

    Votes: 9 31.0%
  • Single Spawn Room Setup w/ Random Teleporter

    Votes: 2 6.9%
  • Single Spawn with Multiple Teleporter Doors

    Votes: 6 20.7%
  • Spawn Rooms at Each Point

    Votes: 12 41.4%
  • other

    Votes: 0 0.0%

  • Total voters
    29

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
Hmm, the thread's so old it got archived, lol!
http://forums.tf2maps.net/showthread.php?t=121&highlight=dom_complex

Well I've started back up on Complex again, and after a year of thought, I've decided the spawn system and other things may need adjusting before the next release. So if you've ever played Complex nows your time to get in some prefeedback or whatever!


Random spawns within map (current)
-players spawn straight into the play area
-spawn location is semirandom at owned control points
-spawn at a given control point is blocked if there is an enemy around, unless there's no other choice, so as to lessen spawnkills
-when there are no owned CP's, the dead teammates are spawned in a prison room and must wait for the survivors to capture a CP or be killed off.
-If a teammate caps a CP, then all the guys in prison are hurtvolume'd and will respawn at the CP.
-The more points you own, the less your spawn time is. This is to provide a short term benefit to owning more CP's, and to help compensate for more dispersed spawns.
-Since you don't have a resupply cabinet, when you cap a point, a dispenser is spawned to help with defense.

Pros:
Less workload for me, since it's already in place.
Maybe you like the random nature of spawn locations.
Easier for spies since friendlies and "friendlies" can come from any direction.

Cons:
Spawns right into a fighting area without opportunity to change classes or weapons or disguise or if you were went afk after dieing.
No safe place to run back into (well this could be good or bad depending on what side you're on.
If you don't like randomized spawn locations.
There's still chances to get spawnkilled if you are down to one or two CP's.
Disperse spawns might make it difficult to coordinate attacks.


Single Spawn Room Setup w/ Random Teleporter
Everyone spawns in the same room. At the end of the room there's a teleporter that takes you to the main map. The teleporter exits operate similairly to the random spawns in the previous system. If there are no CP's, the teleporter shuts off, turning the spawn room into a pseudo-prison room from before. If a CP is captured, then the teleporter simply turns on instead of killing everyone in the room.

Pros:
People get to spawn without fear of dieing before doing anything.
Lowers amount of teamspawn entities.
Eliminates need for complicated prison triggers and events.

Cons:
Untested. Not sure how complicated the teleporter system would need to be with it's randomized destinations.
More development time.
Longer time from spawning to getting to the fight


Single Spawn with Multiple Teleporter Doors
This setup is similar to the above one except the randomness element is taken out. Instead of just one, the room has 7 exits corresponding with each CP. This way people will choose which CP they will spawn at, instead of chance. Of course, if the enemy is down to just one CP, people can now just keep choosing to spawn at their point closest to it. Therefore, it would probably make sense to remove the spawn time advantage for the team with more CP's.

Pros:
Groups will be better able to coordinate their attacks.
Good for people who dislike randomness.

Cons:
A spawn room with 7 exits on one wall in the same hexagonal layout as the CP hud could make for some interesting challenge to achieve the best balance of readbility, navigability, and not looking like ass.
Could take even longer walking from spawn, going up and down ramps into teleporters and getting to the battlefield.
Could disrupt the freeflow playstyle of the map that I had in mind.


Spawn Rooms at Each Point
Now this idea had been thrown at me since the beginning. Just give each point it's own spawn room. This would probably work best for the randomized spawns, otherwise I would have to to the previous setup with spawnroom teleporter into another spawn room. Dues to the smallness of the map, spawnrooms and their resupply cabinets would be really close to their respective CP's.

Pros:
Will be familiar to most TF2 players who don't normally spawn in open areas or take random teleporters.
Finally you can access some resupply cabinets.
Can defend your CP directly from your spawn room door.

Cons:
Messes with the map layout for Goldeneye purists.
The spawns of the old system were laid along each wall of the room. Spawn rooms will only be able to fit on one side. Which may actually make it easier to spawn camp.
Your enemies will have easy access to resupply cabinets.
Your enemies could defend their CP directly from their spawnroom door.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Don't change it, complex is immense fun! :D Very glad you're picking it up again wooo

:thumbup1:
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I remember playing this when I first visited this site/server!
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
With the multiple teleporters, instead of arranging them in a hexagon I think it would be intuitive enough just to have the symbol icon for that CP above or on the door.
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
Crap, I forgot to put in the "Icarus" poll option. Use all the systems in different map releases and see which one proves most popular.