I've got myself a bit of a problem that I can't work out on my own and decide what the best course of action is. The map is a single stage linear CP map (this is to dustbowl what badwater is to goldrush).
My options are:
I feel I can't move any further with construction until I decide what to do here, I've been putting it off long enough. What would you prefer as a player? What do you think would be the best choice?
My options are:
- 8 respawns (one each team, four points): Spawns aren't exactly lightweight on the entities, but Well and Granary have 6, so maybe it's not too extreme to have 8. I also don't have real ideal places to put them, but I can work them in if needed.
- Long runs: If I simply didn't have a spawn for both teams for each point, I could have people run further, this can be somewhat balanced with spawn times, however no one likes spending half the time running to the action. Badwater has a pretty long run for Blu when you are going for the third point, so it's not unprecedented.
- Teleports: I could use teleports to allow a single spawn to service more than one point directly, and make it feel half-way decent by using fake engy teleporters and "destination houses" to prevent camping.
- Spawn swapping: Switch the owner of a spawn when it's associated point to captured. This would be a bit trickier to make flow correctly since I'm running a single stage game, unlike dustbowl. I think the main issue would be confusion of people being unable to re-enter a room they spawned in. The cleanest way of fixing Red being "trapped" would be to have delay in the change of hands (enable Red spawn B/disable A spawnpoints; delay to allow people out of the room; enable and give A to blue and disable their previous spawn)
I feel I can't move any further with construction until I decide what to do here, I've been putting it off long enough. What would you prefer as a player? What do you think would be the best choice?