I'll try to keep it brief.
TeamDeathMatch spawns seems to me to be there to be camped. I for one don't play TDM (unless i feel lazy), but they seem to be more popular than the love of my UrT gaming (bomb mode). Should the spawns be a little more spread out? lets say 1/3rd of map has blue spawns dotted around, 1/3 has red spawns... and the middle 1/3rd has none as an example, thus spawn camping would be greatly reduced... or have i missed the obvious regarding spawns? I've also heard and seen smart spawning on other q3 mods, when the server has an option of spawning a player, it chooses one that is not in the line of sight of enemy players, furthest away or is behind and enemy... something along those lines.
As for the server list, would it be plausible to have a backup server list load and scrape the servers if the master servers doesnt respond or have no servers on the list? Options regarding saving server list states, when a server list is backed up and how to handle manual user options for backing up the list may have to be thought if this option were to be considered. I was thinking about this cos now 75% of the time when i 'Get New Server List' I always retrieve an incomplete list, either in the way of no list, or ranging from a list of 600-900... where i know the list is approximately 1000 servers.
When autodownloading a map (ut4_egyptia_b2), the map was 29.xx megs... so i walked away for a min while it was downloading at a 'slow' 100kb/s and when i came back it was well past half way, but the percentage download complete which is noted in brackets was going downwards into negative numbers. Although it downloaded the map and i played on it fine, it's a minor gui bug... just thought i would give a heads up (i think it completed in the -40's% region)
oh... one last whacky idea (was going to put this in the urban 'what if' thread) but i was thinking about "Lobbies" in the game, almost like an IRC, it would cut out when you enter a game leaving only a ghost with what server you entered, then reconnecting when you get back... oh heck, I could write a whole "what if" page on this idea alone.
*sigh* i miss my muse.
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[Suggestion] Tdm Is Awkward
and other random musings
#2
Posted 06 November 2009 - 11:25 PM
I do agree that some maps in TDM have spawn camp issues. Take for instance, uptown. Red will always rush to the laundromat roof area and shoot blue as they come out of their spawn. That fighting will go on for a while till the red team dies, then blue rushes over to the garage roof or hotel area and shoot red as they come out.
I really think some maps should just have randomized spawns. I run a map on my city maps server called midnight, and every spawn is completely random. Also in ut_complex on my goldeneye server, all the spawns are at the exact same locations from the original n64 game and are also completley random. This way you don't have everyone spawning together at the same locations, and as a result spawn camping really is not possible. You guys should really try playing midnight with a small group, like 4 v 4 or 5 v 5. So much fun.
I really think some maps should just have randomized spawns. I run a map on my city maps server called midnight, and every spawn is completely random. Also in ut_complex on my goldeneye server, all the spawns are at the exact same locations from the original n64 game and are also completley random. This way you don't have everyone spawning together at the same locations, and as a result spawn camping really is not possible. You guys should really try playing midnight with a small group, like 4 v 4 or 5 v 5. So much fun.
djschuby.net is the place to be!
#3
Posted 07 November 2009 - 02:00 AM
Yas, on 07 November 2009 - 06:58 AM, said:
I've also heard and seen smart spawning on other q3 mods, when the server has an option of spawning a player, it chooses one that is not in the line of sight of enemy players, furthest away or is behind and enemy... something along those lines.
F1 yes sir!!!
URBAN TERROR IS NOT COD6
AKGRIZZLY: UrT devs slaved over boiling PCs in a crawl space full of rabid monkeys with no food, for no pay all so we could rawk peeps with l337 remington skills
M0usep0d: I got stuck with the slow, heavy, weak, balding model.
Djschuby: I have the best suggestion of all; Don't allow noobs to post in the bug report and suggestions forum.
AKGRIZZLY: UrT devs slaved over boiling PCs in a crawl space full of rabid monkeys with no food, for no pay all so we could rawk peeps with l337 remington skills
M0usep0d: I got stuck with the slow, heavy, weak, balding model.
Djschuby: I have the best suggestion of all; Don't allow noobs to post in the bug report and suggestions forum.
#4
Posted 07 November 2009 - 04:07 PM
yeh schuby, that's exactly what i was thinking with regards to uptown. the lower exits are not even used!
also some of you may have noticed when you enter a game half way thru, without pressing tab (to check scores) your team overlay shows incorrect information... it's as if everyone on the team has the same kills and deaths, and then at the end of the map, when the scoreboard is displayed, everyone's ping is the exact same, these issues can be corrected when you refresh the scoreboard by holding TAB for a second. very odd.
also some of you may have noticed when you enter a game half way thru, without pressing tab (to check scores) your team overlay shows incorrect information... it's as if everyone on the team has the same kills and deaths, and then at the end of the map, when the scoreboard is displayed, everyone's ping is the exact same, these issues can be corrected when you refresh the scoreboard by holding TAB for a second. very odd.
#5
Posted 07 November 2009 - 11:58 PM
Same with CTF. As soon as a score is modified, I think everything gets synced with the server. But when you join CTF, both teams are always at 0. It seems that the scores in the top right and the teamoverlay only get updated when something changes. The score tab seems to only update when you have it open, and only every few seconds. Once it's refreshed, then all the other scores on the HUD get updated too. Probably something to do with UDP limitations. I also love the 0:4733847 scores in the teamoverlay...not sure the conditions for that to happen since I haven't used teamoverlay in years, but it's funny all the same.
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