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Author Topic: Teamspawn feedback  (Read 365 times)

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May 29, 2022, 12:32:49 AM
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Offline sh4dowpik4chu

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Teamspawn feedback
« on: May 29, 2022, 12:32:49 AM »
Gonna give feedback on a few map's teamspawns real quick, sorta informal but you'll soon get what i mean as i list what i believe to be teamspawns that need improvement in hopes that they can be fixed.

General complaints preceded by a minus, suggestions preceded by a plus, equals means it probably requires a layout change which is not what im trying to give feedback on.

These are only the ones i've noticed in the maps i have edited for PlusPack so far, which is specifically made for classes LMS so some feedback may be taken with a grain of salt due to how i see the game.

MM4BRI
- Literally just the random pit in the map only exists to screw over light teams potential rollouts
+ Move spawns to be more towards the corners of the map
= Mess with the pit.

MM7CLO
- Literally bullfacing the enemy on spawn.
+ Move spawns to above the ladder next to spawns.
= Add sight blockers, not a bad idea as highground in mid is abit whacky unfightable strong compared to most highgrounds, so something to play around there is good.

MM7JUN
- One spawn is a small platform that can be shot into from a decently safe area.
- The other is literally a hangback and camp nothing area above the lava.
= Very little can be done without proper sightline blockers or a general map jumble, changing the spawns slightly will make people crawl into these areas like rat nests anyways.

MM8SWO
- One team spawns literally in the best room in the map AND gets a window to freely shoot at the other team
+ Give the other team a equal spawn.
+ move both teamspawns to different corners at the map so the best room on the map becomes something to fight over.

MM9CON
+ This was improved with v6a but i think wily should spawn simply a few feet back above the first small set of stairs just so where they meet with the enemy is cleaner and helps immediate rollouts.

MMVURA
- The spawns are all over the opening rooms
- Your spawn dictates your optimal rollout, which is different for every player on the supposed team you are on
+ Centralizing spawns to be on the corner/front of the stairs on wily and between the pillars on light.

MMVMER
- Spawn facing the enemy team in a sightline. (not to mention you just dont want to fight in that corner either)
+ Move light team to the side room with the duofist.

June 10, 2022, 09:43:21 PM
Reply #1

Offline Nxbulaa_

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Re: Teamspawn feedback
« Reply #1 on: June 10, 2022, 09:43:21 PM »
I'd like to add on to this with one other map that comes to mind when teamspawns come up, and that's MMKENK.

All things considered, MMKENK is a completely fine map, outside of the fact that (I believe) Light Team spawns right next to a teleporter that leads directly into the back of Wily Team's spawn. This causes games with teamspawns to basically devolve entirely at round start, as Light Team pours into Wily's Backline, while they have to scramble to figure out counterplay.

Really the only thing I'd do is move the teamspawns around so either

A. Dr. Light Team no longer spawns near that teleporter entrance.
B. Dr. Wily Team no longer spawns in front of the exit.

Thank you for listening, as I do wish to improve this game as much as possible. I'll come back if I can find any other funky instances of team spawns.  :)

June 11, 2022, 12:34:49 AM
Reply #2

Offline LlamaHombre

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Re: Teamspawn feedback
« Reply #2 on: June 11, 2022, 12:34:49 AM »
On-off topic, I remember toying around with team spawns a little on v6a MM7SHA so that teams don't "spawn with a crosshair over a player" and while that's true, I stopped that, there really doesn't have to be much effort placed on either team to recreate that same effect.

Worth possibly looking into rotating (I think Light team, whoever spawns outside) around the side of the building, that way they start in about the same spot but avoid immediate sightlines on spawn easier.