Is this a good design for a BLU spawn in Attack/Defence? (images included)

dabmasterars

L5: Dapper Member
Mar 20, 2023
230
37
Is this spawn good for attackers? Is there any spawncamping potential? Is it confusing? FYI, the map is flat because it is supposed to be on the rooftops
 

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Plainz

L3: Member
Apr 13, 2020
137
51
the best spawncamping check is to spawn as a demoman and if you can sticky trap all spawndoors and see all of your sticky traps at the same time then it might be not a good design
 

SpyCrab!

L1: Registered
Dec 31, 2023
28
2
im still pretty new to this (so take what i say with a grain of salt) but it looks like all the exists empty out into one area. So all you have to do to spawn camp is control that one area.

It might be easier for people to give suggestions (if that's what you are looking for) if you showed the spawn area in more context.

Also even through your doing a map on rooftops; verticality (as far as ive seen) is a important aspect of TF2's gameplay. I think you'll need to find way to incorporate so height change. But thats just my 2 cents.
 

dabmasterars

L5: Dapper Member
Mar 20, 2023
230
37
i will maybe add another exit to the side, which cannot be seen by a demo
Also even through your doing a map on rooftops; verticality (as far as ive seen) is a important aspect of TF2's gameplay. I think you'll need to find way to incorporate so height change. But thats just my 2 cents.
i will try to implement verticality with catwalks, multiple floors (inside buildings) and big walkable props. (on image 1 you can barely see a ladder that lets you climb the vent)
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Generally speaking, using a shutter door instead of a setup gate for an a/d spawnroom is going to make spawncamping worse. It forces blue players to get close to the doorway before they can shoot at red, while red can hang back and wait for the door to open. It also doesn't do a great job of blocking red's sightlines into spawn, since the doors will be opening and closing unpredictably and allow red snipers to pick off blue players who think they are safe. I recommend using setup gates in most situations, and designing the interior layout to block sightlines so that blue players can navigate to any exit without being visible from outside.