Asynchronous_Spawning

Discussion in 'Just Maps' started by Mr9k, May 13, 2017.

  1. Mr9k

    Mr9k AI Admin

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    Hello everyone,

    I thought @CollinHell had a great idea for building tools to help this community make some cool maps.

    What asynchronous_spawning is and for:
    Asynchronous spawning is logic based spawning for asynchronous maps. It will randomly spawn players on either side of the map every round. This solution should solve the problem with uneven maps. When people say "T's have such of an advantage over CT side" on maps that are asynchronous. As an example case: this could be used in texture_city_advanced.

    Caveats:
    This only works per round. This does not work during warmup. So if you are trying to test this you must wait for warmup to be completed. This is also random meaning it will not spawn players every other round to the other side of the map. If CT's spawn in "spawn_point_A" and T's spawn in "spawn_point_B" on the first round the second and even third round may be the same. That being said statistically each team should spawn on both sides of the map equally (or close to it).

    Attached is the VMF and .BSP. Everything in the box outside of the skybox should be copied and the 4 "info_teleport_destination" should also be copied and placed in your spawn location. I hope to see you guys using this! Let me know if you have questions or want to better understand how the logic works.
     

    Attached Files:

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  2. Sketchy

    Sketchy CmG Co-Founder Senior Admin

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    That would be good for TCA, Jungle, and other non mirrored maps, especially ones where people think one side has advantageous spawns over another. I can think of a buncha maps, just cant remember their names.
     
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  3. BLUE MOON HORIZON

    BLUE MOON HORIZON Forum Regular Member

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    sounds interesting and willing to try but i think it kinda gets away from the true gungame
     
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  4. Gizmo

    Gizmo CmG Acquaintance

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    i think it would add to the gungame then people arent so bitchey about sides i would think
     
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  5. CollinHell

    CollinHell Kwisatz Haderach Admin

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    Awesome work dude!
     
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  6. nederweit

    nederweit Known Poster Member

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    Ooo I think I remember a mod that was similar to this back when I was playing on 1.6, where random people or top tier people swapped with bottom people on either sides to avoid team stacks.

    Very useful, but a lot of people didn't appreciate it and bitched for some reason, so it was usually turned off. .
     
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  7. Mr9k

    Mr9k AI Admin

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    just an FYI: gg_420_courtyard uses this spawning method. Please let me know if you see any major bugs with it.

    People have already complained about randomly looking up or down while spawning (i dont think thats a huge deal).
     
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  8. redhot

    redhot Intermediate Poster Member

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    It really isn't an issue just unaccustomed to it.
     
  9. Deported

    Deported Amateur Poster Member

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    420 courtyard works just fine. little bit of a hassle with spawning staring at the floor but its no big deal. i like the idea of random side switches.
     
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  10. Psycoder

    Psycoder Undistinguished Poster Member

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    Would it make a difference if you used "Use Landmark Angles" to yes on the four trigger_teleport classes
     
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  11. Mr9k

    Mr9k AI Admin

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    Good question... something to test... this was my first time using those Landmarks.
     
  12. _shooter_

    _shooter_ Amateur Poster

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    I'm fully in favor of adding 'asynchronous spawning" to assymetric maps. It removes any notion of unfairness and opens the door to use other potentially good but lopsided maps.

    Thanks for putting it into 420_courtyard, which I'm a big fan of by the way.