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View Full Version : A few spawning tips...


GodlyPerfection
04-09-2009, 08:15 AM
Here are some tips that I dropped of spontaneously for the Atlas members on Bungie (the custom content matchmaking group run by Shiska)... this is a good basis to know for placing spawn points effectively and this is the base for what I follow when helping players fix their maps... hopefully this helps you guys. I will be covering a more detailed and in-depth version of this in Forging Theory:

As there is currently no direct guide to this at the moment, I am currently working on incorporating it into my Forging Theory guide... until then here are some things that may help the technical aspects of your map.


It is highly suggested to have some "backing" for a spawn point. What I mean by this is to remove the ability for one to be assassinated on spawn. This is a simple and common guideline, but should be mentioned nonetheless.

For every spawn point you have, imagine a line in the direction that the spawn point is facing. This line should be about as long as it takes to walk in 2-3 seconds (not a solid rule, just something to work with). This line is your state of "confusion" line (I had to coin a term off the bat lol).

While in that "confusion" line a player is taking the time to figure out his surroundings... situational awareness. The time it takes for them to figure things out is based on a lot of variables. Previously having played the map is one of these variables and could reduce the length of the "confusion" line.

During a state of "confusion" a player should not have to worry about any interferences or have to make any decisions. Common instances of this include:
- Change in verticality (i.e. dropping off an edge, running up or down a slope)
- Collision with a wall (even a slight brush bump can cause more "confusion")
- Crossing into line of sight/fire initiating combat (don't have your spawn lines enter into the line of sight of other spawn lines)
- Running past a weapon effectively forcing a decision to be made (this makes people stop, move back a little, and pickup the weapon if it's good... this disrupts game flow)

You should always point the spawn towards the shortest and smoothest path into a main path of the map. For example, if you KNOW a player is going to go around the corner in front of him because it is the shortest path to the destination then don't turn him towards the center of the entry way, face him towards the corner without brush bumping any obstacles in the spawn line. Otherwise you are just forcing the player to make another un-needed decision.

Keep incentives in the vision of the player for a certain amount of time based on how much you want that player to be "pulled" by the incentive. For example, if there is a sniper rifle in line of sight you MAY want to have that player recognize it. Or you may not... it is up to you as the forger to make that decision. Sometimes you want them to grab it when they spawn. or maybe you have another spawn point that his it in his visual and you don't want to give too much attention to that incentive. The more time an incentive is in the vision of a player the better chance they have of noticing and snagging it... but incentives is a whole nother topic entirely.


For now I will leave you guys with those tips, until I get to the spawning chapter of my guide. hopefully I will finish that chapter with in a couple weeks. Shiska, I hope this isn't stepping into any of your territory, just looking to help out some of the community. If you see any wrong points in those statements, please point them out. I am still perfecting my spawning theories...

BTW, FH's guide is WAY too basic. Referring to that is like referring to the manual. However, I guess it is a way to start learning.

Jedi Eli
04-09-2009, 08:33 AM
This thread sort of confusing but, I get that when a player plays a map for the first time he has to have the shortest path in his view. Is that what you are talking about?

GodlyPerfection
04-09-2009, 08:41 AM
Sort of... the main reason its a bit confusing is because i need to make some diagrams for it... but this is just a heads up for whats coming in Forging Theory...

Jedi Eli
04-09-2009, 08:41 AM
Ohhh.... Thanks for clearing that up for me.

American10
04-09-2009, 09:12 AM
Nice Azn, I always keep these tips in mind and if your making a nice detailed map these tips are a must for maximum gameplay fun.

Goober
04-09-2009, 01:47 PM
So when is the next Forging Theory?

GodlyPerfection
04-09-2009, 05:08 PM
Not for a while... but don't worry, when it is released it will be atleast 20 pages for the first 4 chapters... and then it will get updated from there... but I dont' want to release it till I get done with chapter 4... and I am on Chapter 3...

MNM1245
04-15-2009, 10:54 PM
Oh thanks this really helped I never really thought about how confusion lines and all that disrupt flow. But what if you want spawns so that the fighting doesn't trap one team in there base? That is what I really need to know

Fenian Bhoy
04-17-2009, 12:08 PM
hey AZN can you help me with territory spawns cuz im really confused thanks

GodlyPerfection
04-22-2009, 11:43 PM
Yeah toss me a msg on XBL and I will help you out when I find the time bro...

GladiateSmiths
05-07-2009, 09:18 PM
Actually, these tips indirectly helped me with a current map. Bartoge joined my forge session after you had apparently been working with him and giving him these tips, and he relayed them to me. It really helped me out, so thanks, indirectly.

DeathsFriend22
05-07-2009, 09:30 PM
I think it's quite good.

MNM1245
05-07-2009, 09:34 PM
I was using these tips to put down Spawns on the map I made which you tested and complained about the Path Manipulation(I don't know what that is :() And ya but Skittles came after I put all the spawns down and said my spawns were terreible? I tried putting them all following these rules but I guess I failed horribly. But the map plays well so it is all good in the end

Gkoo
05-07-2009, 10:22 PM
I'm not sure if you got this. But do not make a player spawn with thier crosshair at an enemy.

GodlyPerfection
05-08-2009, 12:01 AM
Yes I did cover that:

- Crossing into line of sight/fire initiating combat (don't have your spawn lines enter into the line of sight of other spawn lines)

OK so it's not exactly that, but its the right idea... lol I will make i clearer in FT when I find time to write it... and MNM I will look atg your spawns his weekend.

GladiateSmiths
05-08-2009, 12:14 AM
Could you check mine out too? I'll be testing all this weekend, I'm looking to release it this weekend or next week.

GodlyPerfection
05-08-2009, 07:27 PM
Definitely... hit me up with a msg on XBL...

MNM1245
05-08-2009, 08:29 PM
Yes I did cover that:



OK so it's not exactly that, but its the right idea... lol I will make i clearer in FT when I find time to write it... and MNM I will look atg your spawns his weekend.

It is in my Fileshare but I doubt I will be able to get online. Tell me what you think and if you could rearrange the spawns that would be nice but I doubt you have the time Mr. Important!