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entity_placement [2013/04/22 18:02]
127.0.0.1 external edit
entity_placement [2016/05/10 15:02] (current)
luchador
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 ====== Entity Placement ====== ====== Entity Placement ======
  
-Having the right guns and ammo in the right places will make or break a map.  ​Today we are going to learn about how to properly place items in maps.+Having the right guns and ammo in the right places will make or break a map.  ​This article discussion best practices for weapon and ammo spawn placement.
  
-In Goldeneye 007, there are six levels of spawns, with three patterns based on the loadout, and maps had as few as six spawns (basement). ​ Goldeneye Source ​is of course accommodating many more players ​and more weapons, so there are now seven spawn levels+In Goldeneye 007, there are six levels of spawns, with three patterns based on the loadout. Maps had as few as six spawns (basement). ​ Goldeneye Source ​can support up to 16 players, so the original system has been expanded upon to accommodate the increased player count. There are now levels ​of spawns with 1 typically being the weakest ​weapon ​and 8 the most powerful.
- +
-When you create your map, your first concern is the key weapon ​spawns. ​ These are the ones that you see when you look at your floor plan and say "a gun goes here, here, here..."​ obviously ​most medium-sized rooms get one, big rooms get two, a few hallways are fine, too.  How many of these your map supports determines how you assign your spawn point values.+
  
 ===== Best Weapons ===== ===== Best Weapons =====
-Your first concern ​is the Level spawns. ​ You should always have two Level spawns. ​ The '​best'​ weapon on the map spawns on 7's, so you want to ensure that there are two places to find it.  Only one 7 is like a black hole, it draws all the players in one direction and leads to a lot of spam.  ​Keep them spaced apart, and consider how team play is affected by them.  If one side has better access to the 7's than the other, it's not bad, since teams switch domains every round, but it does mean your map will be an attacker/​defender map in team, instead of a neutral battlefield. ​ Choose the style that suits your map.  Facility is naturally an attacker/​defender sort of map because of the chokepointComplex is certainly a balanced battlefield layout. ​ Additionally,​ in Man with the Golden Gun, the AuG will choose a home randomly from Level spawns and spawns marked as AuG-friendly. Use this to control how much variation the AuG location has in the MWtGG scenario.+Your first concern ​are the Level spawns. ​ You should always have two Level spawns. ​ The '​best'​ weapon on the map spawns on 8's, so you want to ensure that there are two places to find it. Keep them spaced apart, and consider how team play is affected by them.  If one side has better access to the 8's than the other, it's not bad, since teams switch domains every round, but it does mean your map will be an attacker/​defender map in team, instead of a neutral battlefield. ​ Choose the style that suits your map.  Facility is naturally an attacker/​defender sort of map because of the chokepointComplex is certainly a balanced battlefield layout. ​ Additionally,​ in Man with the Golden Gun, the Golden Gun will choose a home randomly from Level spawns and spawns marked as Golden Gun-friendly. Use this to control how much variation the Golden Gun location has in the MWtGG scenario.
  
 ===== Ammo ===== ===== Ammo =====
-When placing the other key spawns, remember they all should ​have two associated ​ammo cratesthough they don'​t ​need to be near the weapon Also, you may put a Level 7 ammo crate in an empty area to encourage players with unique ammo weapon to travel around. ​ 007's Temple has some crates ​that associate to different slot than the nearest spawn so you can get Rifle for your AR33 without going across the map to its spawn point, where someone else just picked ​up the AR33 and all the ammo, causing you to take 70 damage for 10 bullets and a wait for the resupply.+Weapon ​spawns ​typically ​have two accompanying ​ammo spawns. Make sure the ammo spawns are of the same level as corresponding weapon spawn! When placing ammo spawnsthink about how much time the player will need to travel to reach itYou may decide to place ammo spawns ​in such way that a player must choose between picking ​up ammo or proceeding ​to their destination along the shortest route
  
 ===== Loadouts ===== ===== Loadouts =====
-For the rest of the key points, try to keep the numbers balanced. If you have eight key spawns, ​one of each and a second 7 is probably perfect If you have twelve key points, ​two 1's, 2, two 3's, two 4's, two 5's, 6, and two 7's will serve well.  Fill extra 2's and 6's last since a 2 is usually a duplicate of 1 or 3, and a 6 is usually a duplicate ​of 7 unless ​the loadout carries six or seven distinct weapons.+There should be at least one weapon spawn of each level in the mapMore often there are two or three of the same level, spread out from each other.
  
 ===== The Player ===== ===== The Player =====
-Once you have delicately designed your key weapon spawn patterns and the map feels balanced, you are faced with the player count problem. ​ Because we can have so many more players, you need more spawns for playersand more weapons for players. ​ What to do about this is quite simple: place player spawns where you can, and give them a weapon and one associated crate as needed to ensure that no spawning player passes another spawn point before reaching a weapon. ​ Choose power levels that are in accord with the path the player spawns on+Once you have delicately designed your key weapon spawn patterns and the map feels balanced, you are faced with the player count problem. ​ Because we can have so many more players, you need more spawns for players and more weapons for players. ​ What to do about this is quite simple: place player spawns where you can, and give them a weapon and one associated crate as needed to ensure that no spawning player passes another spawn point before reaching a weapon. ​ Choose power levels that are in accord with the path the player spawns on.
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-Along any path between intersections,​ the weapon spawns should either be all the same, or ±1 in quality from one end to the other. ​ Looking at Goldeneye 007 again, in Library, the longest path runs across the catwalks. ​ From one end to the other, the spawn levels are 5, 5, 6, 4/Armor, 3.  The idea is that if you are going from A to B, you only get one weapon for crossing that path. When you see an intersection,​ you can get a different grade of weapon. ​ In Library Catwalks, coming in the back side, you get grade 5 from the ramp, through the hall, and over the big square room (6 is the same as 5 except in MWTGG); the only time you see a new weapon is when you reach the fork in the road, where you can go left for Armor or right for Level 4. +
- +
-In this way, you can ensure that all your spawning players have a chance at a gun.  By adding two (or three) of one weapon spaced along a path/​region,​ a player is getting the same weapon he would get for going to the key weapon spawn, but isn't left standing around and getting into slapfights over it.  This is also good for team play, where the team is happy to spread out (and get into combat) to get spare low-level weapons along these paths, rather than having half the team waiting on the next Klobb to appear.+
  
 ===== Armor ===== ===== Armor =====
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   * Figure out where your team spawns are going and balance your key weapon spawns first.   * Figure out where your team spawns are going and balance your key weapon spawns first.
   * Decide where your multiplayer spawns are going.   * Decide where your multiplayer spawns are going.
-  * Ensure every multiplayer spawn has access to a spare gun with zero or one ammo crates if it is distant from a key spawn+  * Ensure every multiplayer spawn has quick access to a weapon
-  * Extra guns only give players a tiny amount of ammo, so spare guns will not serve as a replacement for ammo crates. +  * Extra guns only give players a small amount of ammo, so spare guns will not serve as a replacement for ammo crates.
-  * Have a Level 7 crate somewhere in the midfield if there'​s a place for them. (And be aware that they will contain explosives in Mines/​Grenades/​Explosives.) +
-  * Other level crates can be added if you have nice-looking out-of-the-way spots for them but the location is unsuitable for a weapon. +
-  * Ensure extra guns are of the same type as other guns along the path, so the balanced weapon pattern you designed with your key spawns is not distrupted. +
-  * Test it out on all the loadouts, including Random!+
   * Have a plan for armor to keep players thinking about where they need to go.   * Have a plan for armor to keep players thinking about where they need to go.
  
  
entity_placement.txt · Last modified: 2016/05/10 15:02 by luchador