how do i protect my spawn points?
AcidBurn
02-15-2004, 08:22 PM
ok i fixed my other probs but i have no clue how to set up the mgs to protect my spawns
i searched all over thsi board and nothing
can anyone help a newb mapper LOL
a link to a tutuorial or somethign would be great
OrbMonky
02-15-2004, 10:44 PM
i believe it's within the bounds of legality to download a map decompiler and view a dod map, so long as you don't recompile the dod map and claim it as your own work (even with modifications).
that's how i learned to do spawn protection. i never did put any MGs up though.
AcidBurn
02-16-2004, 01:21 AM
yeah i did that to learn a few otehr things but this is odd to me
im new this is my first map only been at it for a few weeks
but ty for your response
Craftos
02-16-2004, 02:07 AM
Basic tutorial
http://collective.valve-erc.com/index.php?doc=1047767091-30023600
I had used these settings for func_tank
(turn off SmartEdit in Hammer to see settings in this mode.
{
"bullet" "3"
"m_iClass" "14"
"maxRange" "900"
"persistence" "1"
"bullet_damage" "100"
"firerate" "30"
"spritescale" "1"
"barrelz" "4"
"barrely" "4"
"barrel" "20"
"pitchtolerance" "5"
"pitchrange" "180"
"pitchrate" "300"
"yawtolerance" "15"
"yawrange" "250"
"yawrate" "900"
"angles" "0 201 0"
"rendercolor" "0 0 0"
"spawnflags" "1"
"classname" "func_tank"
}
Remember to set flags to right team friendliness.
VoodooChild
02-16-2004, 04:26 AM
.....Do it yourself, ask for help, find a tutorial,
:mad: DO NOT DECOMPILE someones map and steal stuff. :mad:
Thats plain bullcrap (put nicely for the forum).
If I ever found out someone was decompiling my maps without asking, Id be pretty freakin pissed.
Hope you find what your looking for. And ALWAYS give credit where credit is due.
Voodoo
EdiT:
BIG FINGER POINTING UPWARDS TO THE TOP OF THE MAPPING FORUM PAGE:
There is a HUGE pool of talent up in the mappers database I started up there, plenty of people with OFFICIAL maps, experience, and a list of PRO's who left contacts, and a Q & A forum too. ABSOLUTELY no reason to decompile maps now that resources such as those are available.
CptMuppet
02-16-2004, 06:45 AM
OMFG go easy man, they're only a noob.
And if you want to protect your map from decompiling, use the Update Entities only command (forgotten what it is offhand- look in the Compile GUI - its "-onlyents" or something).
And he said he's tried looking for tutorials.
Err... and their topic is ABOUT asking for help!!
Personally, I like the "one way drops"; this can be done basically by building a sort of hill (or Crates, like in Flugplatz) and having a sudden drop on one side. This prevents enemy soldiers getting into the spawn area (which I have seen occasionally on Glider- cheating scumbags).
Make sure that you have plenty of exits from a spawn area, as this makes spawn-camping harder. Zalec is a map which really needs 3 spawn extis.
Finally do your best to keep any objectives away from the spawn, since this gives less incentive for either side to spawn-camp.
BTW, the laziest thing you can do is to use a trigger_hurt entity to protect a spawn.
Astro
02-16-2004, 06:16 PM
need to make func_walls/illusionaries that can be passed by only one team or the other, that would fix the whole problem...but i don't think its even possible, easiest way to protect a spawn is just having a giant trigger_hurt and setting it only to the other team
AcidBurn
02-16-2004, 06:43 PM
WHOA
sorry i didnt know i was doin anything wrong
wasnt takin anything out of the maps was just lookin at stuff tryin to learn
i NEVER copied anything out of someones map and pasted it in mine
anyway ty for the help guys
FuzzDad
02-17-2004, 09:39 AM
When I get home (If my feeble brain remembers) I'll post a mini-rmf with a simple spawn protection mg (one of the guns from glider) tied to a trigger...it's real basic and not very cool looking...but it does the job. A while back Kamikazi posted a really cool spawn-protect model holding a MG and all...lots of entities but it looked great. You might want to do a forum search.
PS...there's nothing wrong about decompiling a map...I learned that way...just don't do the copy-n-paste thing.
OrbMonky
02-17-2004, 11:25 AM
i'd never decompile a map to steal someone's stuff.
the only reason i've decompiled one was to see the basic scoring structure of a DoD map(basically learning how the dod score entities and what not worked) and to see how you set up the capture areas and spawn protection zones.
seriously, calm the hell down.
izuno
02-17-2004, 11:56 AM
lol...everyone is calm. hey, feel free to decompile my maps to see good and bad ideas alike in spawn protection. FuzzDad is the guy to go to on this, however, so you're probably better off decompiling one of his.
Anyway, the other thing to keep in mind is you don't want to set up easy camping spots where the enemy can just pick people off as they exit. Sometimes a tree may obscure the enemy's line of sight into an exit spawn path and that can make all the difference in the world.
When in doubt, playtest. That's the only true way to learn if your spawn protection method is working.
FuzzDad
02-17-2004, 03:06 PM
Yea...I second that. It's a combination of several things...here's my Flugplatz spawn camper deal:
1) A screen text warning to the offending player,
2) A warning to the opposing team that someone is near their spawn
3) A little closer in you get a audio warning in both languages plus I release the visual particle-engine smoke (GAS! GAS! GAS!).
4) If you stray too close and you then hit the trigger_hurt which will kill you in two hits...enough time for you to back off after the first touch
You can also keep lights low at the spawn exit and bright outside of it so those inside can see those outside better. You should also have a minimum of two exits from every spawn...flugplatz has 5 or 6 each. For glider I just used the verbal message and then I hit them w/the MG...but I also have a trigger_hurt that covers the entire spawn which causes instant death if you get to it.
The key to a successful spawn exit is always a combination of audio and visual queues tied to a combination of triggers that cause damage or death set in a multi-exited architecture. I also tend to make the spawn exits easier to camp on objective maps because I think holding the enemy from deploying on an objective map is an OK tactic (it's why glider only has two exits for the allies and it's easy for the germans to pin them into their spawns). Hope this helps.
AcidBurn
02-17-2004, 04:34 PM
wow fuzzdad himself takin the time to help me out thats very cool
i now realize i posted this in the wrong place i should have looked harder
lots of great ideas ty very much to all who replied
and craftos i cant get that to work
who knows think im gonna put off finishing this one till i learn more
FuzzDad
02-17-2004, 09:34 PM
Here's a extract of glider w/the mg, the wall it was in (notice that you need to have the mg 90 degree's to the right in the map from it's in-game position), plus the other entities.
AcidBurn
02-17-2004, 11:05 PM
ty very much fuzdad
this forum is great you guys rock
ill try to make my own by looking at that fuzz again ty alot
haircut
02-20-2004, 03:17 AM
Originally posted by CptMuppet
BTW, the laziest thing you can do is to use a trigger_hurt entity to protect a spawn.
I'm lazy :D
Darkwing
02-20-2004, 04:28 AM
your all wrong. Gotta do it the old fashioned and best spawn protection method. The best way is to have a 1 way slope that you can walk over one-way, but cant jump over the other way. Looks slighty more realistic with a rubble texture! :p of course, smart players will use teamwork to 'boost' over the slope... but there arent that many smart people playing dod anyways... :p
Craftos
02-20-2004, 05:12 AM
Slope is ok but I suggest using trigger_hurt anyway in all exits from spawn so no enemy can get alive into spawn. I have used MGs but realise that sometimes you can't be sure of their effectiveness, but definitely no enemy can survive trigger hurt.
VoodooChild
02-20-2004, 05:12 AM
Athough "The Ramp" (dod_Cean) is generally the easiest way to keep ppl out, HOWEVER, some situations i.e. Fuzzdad's tunnel exit out of the Allied spawn (dod_Glider), require both the smack down and the MG combined due to the smaller size of the area.
I dont think a ramp out of there would either look good or be worth the extra effort to add in. So really it depends on your map. My advice is to do whatever both looks good and does the job at the same time.
Darkwing
02-20-2004, 05:51 AM
The multiple :p 's and the satirical comment about smart dod players would hint at a probable sarcastic post on slope spawn exits, which in reality, are a bit unrealistic and fairly ineffective means of preventing spawn camping.
AcidBurn
02-20-2004, 08:04 PM
ramps keep them out
prisons keep them from being in there
but what about the ass clown that camps on the other side of your ramp
i want him(or her) to die bfor they get close enough
CptMuppet
02-21-2004, 09:51 AM
You get spawncampers with every method.
In glider, I've seen axis get past the MG and into the Allied spawn; and even if they don't, they'll camp by the wooden hut/surrounding area, and waste the allies as they leave that tiny area.
The most effective way to prevent spawncamping is by providing mulitiple exits, and on big maps, make sure its at least 3. you could even go as far as making separate spawn areas (but this would separate the team).
At least with ramps, you can nade spam to weed out the spawn-campers. :eek:
Oh and Darkwing - I suggested the ramp method, albeit with boxes, and not a ramp! :p
FuzzDad
02-21-2004, 10:15 AM
And...on glider you also have a trigger hurt inside the allied spawn so no german can actually get inside for long...plus as an assualt-type map...where one side has all the objectives...I think it's a good and appropriate tactic to spawn camp those exits...the only way germans win on that map is to either play as a team or deny the allies a easy exit from spawn...so that's why there are several routes out (and the new-and-improved glider has a few more too...coming in 1.2)
CptMuppet
02-21-2004, 10:27 AM
TBH, I haven't seen any axis get past the MG for about a month. But I swear that I've seen some scum in the allied area... which means that they were cheating (no way can you get past a trigger_hurt without cheating) - arse! I would have done something about it at the time if I knew they were cheating. Oh well, I'll leave that alone, I know we're not allowed to talk about cheaters.
A good tactic to spawn camp?? :( U must be having a laugh... Well I'm glad to hear that you're sticking and extra exit on Glider.
BTW FD, Zalec and Kraftsoff are maps which badly need more exits, if you could buzz the mappers who made those about it... :)
FuzzDad
02-21-2004, 12:11 PM
What I mean is that on the single-objective maps (glider & krafstoff) I think it's perfectly OK as axis to try and keep the allied team bottled up in their spawns...this doesn't mean they heave nades in the spawns but it's OK to setup a MG and try to take them out as they exit.
As to spawn exit changes to glider...the map retains the same objectives and the same basic pathways as before (with one noteable exception)...but it's an entirely new look...I've redone approximately 50% of the map and it now actually looks like the allies are attacking a mountaintop castle complex...we've been running some fun tests and so far so good.
Sneak Peak (http://mysite.verizon.net/warewind/images/sneakpeek1.jpg)
VoodooChild
02-21-2004, 05:50 PM
Yeah Fuzzy,
Visited your site, saw the pics. They look good.
Anychance that you will make the 88 usuable? Itd be more interactive and fun, plus if it was usable by bringing shells from inside the bunker (balance), or somewhere else, the allies might want and have some initiative to take it out.
That'd be freaking awesome
VooDoo
OrbMonky
02-21-2004, 07:04 PM
i think an 88 is too long ranged to be useful on an anti infantry level in dod, unless it is pointed straight at them. it just wouldn't be right at all.
keep the mortar idea, but change it around so they don't pummel eachother but pummel a certain pathway (perhaps an interlocking defense of 2 mortars defending eachother)
FuzzDad
02-21-2004, 09:33 PM
Nah...I'm already over the limit on entities in this version (as is the official glider being played now)...so no need to make the 88mm fireable. Sry we hijaacked your thread! :)
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.