The Best Spawns?

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
"I like spawn rooms that allow me to leave it soon after spawning, unlike Upward's first BLU spawn which feels like it takes a long time to leave."

In other words: simple spawns.

Thank you since english is my other language its harder me to read.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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I like the ones in upward and badwater; they spread BLU out nicely and are reasonable lorewise.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
I'm partial to RED's stage-one spawn in Thunder Mountain. It's rare to go with a straight spytech look for spawn rooms, because there's usually a need for spytech areas inside the field of play, but Thunder Mountain (like most Payload maps) has no such requirement and they did a nice job taking advantage of that. It has some great views, too, both of the area that forms the first half of the round and of the out-of-bounds spytech room on the opposite side; take a gander at it next time you spawn there with plenty of time to spare before setup ends. Plus, as someone who's been regularly frustrated with the difficultly in getting the computerwall textures to look right in stairwells, I thought their approach of making the lower, red part protrude a few units was clever.

There's also Junction's BLU spawn. I've heard Gorge's BLU spawn described as the poor man's version of it, and it's hard to disagree with that.

And on that note, Gorge's RED spawn is interesting for looking like a dingy workshop as opposed to a brightly-lit public restroom or something like most do. It was a smart decision, since the rest of the facility is relatively clean and bright and high tech, so that contributes contrast and makes it look more behind-the-scenes than usual. There are other maps with dingy spawn rooms, but they're usually sparsely-detailed forward spawns (which are sparsely detailed for a reason: if you're in one, it means the game is already in action and you have no cause to hang around).
 
Sep 19, 2010
475
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I was playing Goldrush today, and Red's spawn on the last stage is just awful.

As for favorites, Coldfront has a really neat starting spawn. Had a really nice mood to it, which a lot of other map's fail to accomplish.

I also really like Viaduct's, because it's simple and not all "I'm a spawn room. Let's do spytech."
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Nightfall has some spawn rooms that look good.

Actually that whole map looks great. I really like the theme and the environment on that map. I like it so much I'm planning a map right now with that setting in mind.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
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Now, since I could never make up my mind on what spawn looks the best, I'm picking the one with best functionality:

Upward.

The main exit gets it's use, but if you want to be a supporter, those 2 side routes are where it's at. And each of those exits are placed at just the right spot IMO.

Oh, and who can forget that lookout :)
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
I like the Blu spawns in Yukon, Upward, and Dustbowl (stage 1.) I know that last one is controversial, but I think that spawn is intentionally designed based off player preferences. It's not overly complex either. Most other maps have their exits in similar locations - or they just have one main exit, while the second one is largely ignored. I think it's cool that Dustbowl does something different.
Upward is obviously well done, great atmosphere and aesthetics. It has lots of empty space, like upper floors with no outside exit, for players to jump around in when waiting for setup. I think more maps should do this. Spawns don't have to be a box with an exit. (On the flip side, Thunder Mountain probably took this concept too far.) The other great thing about Upward's spawn is how the spawn points move closer to the exit the farther Blu progresses in the map.

Yukon's Blu spawn is just gorgeous. The lighting is nice, none of the tiles are aligned correctly, and the light in the office comes partly from a hidden skybox texture in the staircase. The spawn also has two soundscapes. One plays deep inside the spawn, while the other plays next to the exit doors on the inside. That last bit is just great.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,697
2,581
The other great thing about Upward's spawn is how the spawn points move closer to the exit the farther Blu progresses in the map.
I... somehow have never noticed this. Does it really? Are there any other maps that do this?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
And yet it's still the easiest cap on the entire map, maybe the easiest cap on any map in the game. There's a reason the game shipped with an achievement for managing to defend it.

Then again, "easy" doesn't necessarily mean "not frustrating".
 

BanjoGin

L1: Registered
Sep 23, 2014
10
5
Snakewater - I like that it has a ambulance in the spawnroom, I think that's what makes it memorable for me.

/

Standin - does have some interesting shapes in it
 
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ProselyteCanti

L2: Junior Member
Mar 27, 2014
91
10
plr_dogbread
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
I... somehow have never noticed this. Does it really? Are there any other maps that do this?
It does!
You start the round here:
backspawn.png

Later, you end up spawning at these spots. *Correction: These spawn points activate when A is capped.* Upward is the only map that does this as far as I know, but I think most spawns are too tiny for this sort of thing anyway.
forward%20spawn.png
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
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Both of those spawn points just activate when A is captured.
 

seth

aa
May 31, 2013
1,019
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I've said this before in another thread but I'll say it here too.

Spawn design often comes down to the gamemode and how much time players will be spending in it. This is why Payload Blu spawns are usually among the favorites for spawn rooms. Payload has a long setup time that forces Blu players to wait in their spawn room while Red gets in position. This means players need something to look at and space to roam so they don't get bored. Upward's 1st Blu spawn succeeds because it is so big and detailed it keeps people interested and it gives players different possibilities for exits to avoid getting entirely spawncamped.

On the flip-side, 5CP push maps generally do not have large, interesting, memorable spawn rooms because players should not be spending much time there. Neither team is prevented from leaving spawn at the beginning of the round, so why fill it with lots of cool, interesting places when that could end up distracting the player from the objective.