Handling spawn change

sooshey

:3c
aa
Jan 7, 2015
514
410
In my map pl_altitude, a lot of people said the red spawn door didn't work properly. What I tried to do was make a door that works normally while that spawn is accessible, but when the point in front of it is capped, then you can only leave the spawn, not get back in. I did this by tying two identical trigger_multiples to the door (one on each side) but i'd only disable the outside one. Is there a better way to do this?
Or should I teleport the red players inside to the spawn at last point instead?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
There are differing opinions on the matter and different things are appropriate in different situations.

The only absolute is that you should NEVER use a kill trigger.

I don't like teleporting and I've never used it in any of my maps, I think it's sloppy and it's always irksome whenever it happens to me ingame.

I prefer making doors exit-only; or disabling the resupply locker; or disabling the locker, opening the door and disabling the respawn visualiser (essentially turning it into a normal room).