Team-specific func_nobuild

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Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
Hi guys.

The alpha-version of my first map has one big problem: spawn-camping of the blu spawn, especially by red engiess.

I had the idea of a func_nobuild in front of the setup-gates, but if i would do this, blu engies couldn't build their teles there.

Is there any alternative to stop red engies from spawn camping?
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
I feared that you would say this.

Well, if it's the only way I have to take a look at it, thanks!
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
that or if the demos on the attacking team were smart they would place a bunch of stickies at the door to destroy the sentries as soon as the doors open. You could also just make it so there is a higher drop off blue door where red engies would have more trouble building up on. So maybe not a huge redesign, just an additional door more out of the way up higher.
 
Last edited:

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Add invincible sentries that only target red engineers

done
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
Here's a picture of the Spawn building for you to get an idea of the situation. (Setup Area: tall building; Spawn area: small building).



 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Some of the better spawns are ones where there are different corridors the attacking team can file through, especially if the exits of those corridors allow a sort of crossfire. Consider the "three door" spawns for the attacking team in Dustbowl, Gorge, or Upwards.

Another useful trick is to deliberately add one-way windows in each spawn, as seen in Doublecross or Thunder Mountain. This allows players to time exactly when they open any doors and to safely observe where sentries or stickies are before trying to fight their way out.