Cutstuff Forum
Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Closed => Topic started by: Jakeinator on September 05, 2016, 04:20:59 AM
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We've all been there, enjoying some TLMS and then you spawn next to the entire enemy team and die really quickly and have to sit out the round without really getting to play. Team spawns could fix this problem very easily as long as server hosts actually uses sv_useteamstartsindm.
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I could see this working in a case-by-case basis, but not 100% of the time.
See, not every map is symmetrical and it could be very easy for one team to spawn in a place that's advantageous in comparison to the other.
But I see merit to this.
Thank you for pointing out that sv_useteamstartsindm actually works. From my experiments prior, given the choice, the engine will use dm spawns instead of team spawns.
sv_useteamstartsindm overrides this behavior.
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Yes having team spawns makes things less chaotic and reduces if not flat out eliminates spawning with five enemies every round. It also helps when the server is packed. Non symmetrical maps are more difficult but it can be done. It's all about spreading things evenly across the map. Put a few teammates together, have a group here and there. It makes real coordination worthwhile.
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I am moving this to pending as it should be done at some point as TLMS is very popular if not the most popular mode. From my experience not many people know sv_useteamstartsindm is even a thing so you may have to bug server hosts to enable it later.
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Only other potential problem I see is actually implementing it into the maps, simply cause you would be going into every map just to add some spawns. Not hard, just time consuming. But the end result should be worth it imo.
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I'd like to also bring up the fact that certain CTF maps have team spawns inside the opposite team's base. This should not be the case, even if maps aren't perfectly symmetrical. I know that DM maps were not designed with team modes in mind, but territorial advantages are far better than the usual "oops I spawned around 5 enemies" scenario.
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It took a while but it is done. Team starts for all 4 teams are now in every map. You will spawn in a line next to your allies (for the most part) with the server flag enabled.
I'd like to also bring up the fact that certain CTF maps have team spawns inside the opposite team's base. This should not be the case, even if maps aren't perfectly symmetrical. I know that DM maps were not designed with team modes in mind, but territorial advantages are far better than the usual "oops I spawned around 5 enemies" scenario.
I had a quick look but couldn't figure out which maps are the culprits. If you find out please post a new report.