Just use an env_lightglow with a red color.Still working on koth_rising, making major changes in layout:
Extended the courtyard between spawn and mid and added a room inside the sewers
A room that connects both the sewer room and that back room that didn't have much use in the gameday (as far as I know)
Still working on mid, I got nothing to put in that empty area...
It kinda feels like a changelog
Also placing 'functional' security cameras here and there. I'll fix the light later...
What sprite should I use there? I didn't think it would literally look like that in-game (thought the black thing was transparency, but it turns out it's not)
Maritime-ish (maybe).
just please keep some kind of high wall where the dark cliff is here - its part of my rollout
Maybe that's the map? Both teams sit in spawn while a payload moves automatically until one team wins.You've got a spawn with no map, and you can't think where to put another exit??
I understand that issue when you've made your spawn, and your map and meshing the two is a problem, but when there's nothing but a spawn? Jeez
Put it anywhere!
Actually, depending on what sorta spawn it is, then 1 exit could work. Look at frontier, RED's forward spawn has only 1 exit, but near the point, basically inviting in spawncamping. Similarly, look at Badwater's shortcut that closes later on- it can basically count as a spawn exit, since it requires the enemy to push through it in order to seal off a heavy flow of REDsthat only works if he would name it achievement_idle_payload.
But i for a part can understand the issue, in most cases you want at least 2 exits from a spawn to reduce spawnkilling. Having just 1 exit wont work. And the way to handle it is to actualy build multiple exit options inside the spawnroom. When the exit doesnt suit the map, close that one off. Idealy you would have an exit to the left or right, so 2 doorways in that direction is where to start. But other than that, use your imagination as i cant help any further than that.