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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: bad spawns - UO - Sniper ( mirrored ) maps
uncle_pot
General Member
Since: Apr 18, 2005
Posts: 70
Last: Feb 18, 2015
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Level 3
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 08:36 pm
is there a reason...ive noticed this before , im about to do a long..long compile and i would like to know is there a reason why this might happen. is it due to maps being made in radiant as opposed to gradiant .... as UO made maps sometimes do the same.
workarounds/reasons/anything would help before i compile.

Unc' ( captain_zeep)
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pallchrn
General Member
Since: Feb 12, 2004
Posts: 31
Last: Feb 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 09:01 pm
spawn maybe touching something? model/within wall/outside skybox?
rightclick/entity/movetoground on spawns sorts them out sometimes
might of got your question wrong (not sure what you asked tbh)
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uncle_pot
General Member
Since: Apr 18, 2005
Posts: 70
Last: Feb 18, 2015
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Level 3
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 09:33 pm
well its a TDM . we need to spawn on opposite sides EVERY time
worked with radiant, seems with UO / gradaint it dosnt and teams spawn on either side which defeats the purpose...as in sniping when the person is on yor ass if you know what i mean
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pallchrn
General Member
Since: Feb 12, 2004
Posts: 31
Last: Feb 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 10:13 pm
i didnt know that, but could you try uo_axis /allies spawn and
with game_objective tdm
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uncle_pot
General Member
Since: Apr 18, 2005
Posts: 70
Last: Feb 18, 2015
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Level 3
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 10:41 pm
but then do you not need an actual "objective" within the map.
i originally thought it was only crossover maps IE maps made with radaint running in cod UO server but ive seen the same issue with UO specific sniper maps. just dont want to end up screwed when i spend 2 days compiling.

Unc'
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pallchrn
General Member
Since: Feb 12, 2004
Posts: 31
Last: Feb 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Saturday, Nov. 10, 2007 12:13 am
meant game_objectname tdm ;p
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Saturday, Nov. 10, 2007 01:05 am
theres a few tricks you can try:

single spawn point on each side - make them concealed and put it somewhere where players can reach a few destinations without being spawn killed. Spawn logic will spawn a player away from the rival team, but sometimes it messes up

create a new gametype based on tdm, but one that makes use of axis and allied spawns like ctf/s&d does. It's probably straightfoward to copy what you need from ctf gametype to replace the spawn code in tdm. I haven't tried it though. Like p@blo said, I think this is the best way to go about it

make the map only run in ctf or sd. put the flags somewhere inaccessible so players will be forced to treat it as they would tdm. Or put the required sd triggers and such in an inaccessible place like how they did with glass attack. downside though is that you're stuck with ctf's and dm's timed spawns, rounds and all.



edited on Nov. 9, 2007 08:11 pm by |DA|DarkDilbert
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
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Level 4
Category: CoDUO Mapping
Posted: Sunday, Nov. 11, 2007 06:37 am
Just make sure that there are no two spawns on different sides of the map anywhere close to the center.

if you make all the spawns in the back half of each side you shouldn't have that problem as the space between the spawns and the closest possible enemy player will be far enough apart so that no matter what they will spawn on their own side.

You run into that problem a lot in sniper maps when you try making most of the map accessible except a small area in between. you have to have a goodly gap between the sides or else you will always have that problem
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