Maps breed spawn camping???????


(BINXALOT) #1

In future maps, if SD decides to make more please take moment to “not” overlook 1 key element found in old rtcw maps. THAT WOULD BE: Multiplayer SPAWNS that are out of the enemies reach.

Spawn camping in ET is insanely ridiculous, it only takes 3 people to log-off during a game and suddenly your team is getting bombarded by enemy’s waiting like vultures at your spawn. Whats worse is that this happens in every single map on ET.

This totally ruins the game, and its even worse when enemy players have high exp. in a 3 or 6 map camp. with super field ops running around with constant artillery strikes and/or air strikes sitting at the doorway of an enemy spawn.


(Ifurita) #2

So how does this not happen in RTCW?

Base, Assault, and Beach, among others, are notorious for spawn camping if you push the enemy back that far - and you can certainly spawn camp village, ice, and a couple of others without much difficulty


(Cyber-Knight) #3

i certainly agree that some of hte spawns do promote easy spawn camp kills. many of the spawn exits are like 1 person doorways limited to 1 spawn point. Rail Gun is a good example. I mean, the axis only get to spawn in 1 place (assuming no flag) and pretty much only 1 exit. (jumping outta the windows is slow and a pain in the ass)

On Oasis, at the Old City flag, axis mortars can have a ball with the Allies who are spawning cuz it’s such a pain in the ass to get unravelled in the huge mess and going through that one tiny doorway in the tiny Old City spawn room. the invinciblity shield is long gone by the time you’re out the door, so mortars have your ass already.

Of course, if the teams are evenly matched, spawn raping isn’t usually a problem. but if the teams are unbalanced, it’s quite easily promoted due to how spawns are set up. the 3-5 second spawn shield is kinda useless cuz you use all that time to get unravelled and getting through the tiny exits at spawn points.

I also think that there should always be TWO spawn points at all times. They could be relatively close to each other (an example would be MP_depot in vanilla wolf, axis can spawn in the Coal Depot or the Command Centre), but there still should be 2 spawn points. This set up would have at least 1 spawn not being raped (hopefully) and they can fight off the campers at the other spawn. Like in Battery Map, the allies can choose to spawn in the east side or west side of the beach. It does help a lot especially when artillery is all over the west side.


(Ifurita) #4

actually, in Oasis, the allies (if they control the old city) can spawn at 3 spots (flag (2 exits), ammo rack (2 exits if you count window), and oasis (starting spawn)


(BINXALOT) #5

Games in rtcw are different than in ET. Spawn camping is impossible on mp_depot, which was probably one of the best maps for the game, theres no reason why new maps cant spawn players into a safe room/area in ET.

Keep in mind the worst camping on rtcw usually occurs on these maps: Chateau, Dam, Ice, Keep especially, Rocket, Tram and Trenchtoast, which were all developed by splash damage.


(digibob) #6

We didn’t create Chateau, Ice, Keep, or Trenchtoast.


([=O=]SMYLER) #7

With regard the above post, nicely said.

With regard it being impossible to spawn camp depot, my question is how long have you been playing ? You’ve NEVER been or kept the enemy couped up in the allied spawn with constant airstrikes and the ones who get through are toasted by gunfire ?


(sphinx175) #8

Spawn camping is a result of noobification and/or better teamplay by one team against the other.

I’ve been on both sides of the equation when it comes to spawn camping in both RtCW and ET and just tell myself what I tell everyone who gripes about panzers, or spawn camping, or insane number of airstrikes: It’s all part of the game. If you don’t like it go play spades online


(fat boost) #9

I tell people to just find a better server but whatever.

Anyway, Railgun more than any other map has this problem. A tiny spawn with one exit (and tiny windows), easy for allies to get to, and in case you haven’t noticed, Axis tend to die early and often on that map.

Battery subtitutes ramp-camping for spawn-camping, Radar you can blow the enterance, Fuel Dump you can sneak through sewer, Goldrush you can fix the tank, and Oasis, well I don’t know what the hell is going on in Oasis yet.

But anyway, my advice to people is if you’re on offense on Railgun or Battery, just hope the other team is bad :smiley:


(FstFngrz) #10

Hmmm 5 mortor soldier’s, and a good lut.

It was rainin morters…

And yes my name is colored, I’m not a pro, but did sleep at a holiday inn once


(Dawg) #11

IMO, the occurence of spawn camping appears to be higher in ET than in RtCW. However, I think that the ‘noobification’, as Sphinx called it, is a major factor. Even if you get out of the spawn, the newbs freeze up and don’t advance because they really just don’t know what they are doing. The next wave of enemies arrives and kills them off… might as well not even get out of the spawn then. sigh

Dawg


(Cyber-Knight) #12

there is a difference between spawn camping and spawn raping.
raping seems to happen a lot in ET.

yes when I used Depot as an example, there are alwasy a few ppl who will get through to do an occassional spawn camp. (ie. flamer rushes into spawn, a lucky panzer shot, well timed airstrike) that will always happen in any map. But I’ve seen spawn raping for over 15 mins straight in maps like Rail Gun, cuz the spawn is so awkwardly small and takes forever to get unravelled. and since there is only that one spawn point, it makes things even easier, since there is no guessing.


(FstFngrz) #13

I agree, of course it higher right now, take ~4-7000 players playing at any time, most that have never played RTCW(or it seems that way :slight_smile: ), and probably 10-20% that are experienced players that know what to do(maybe not where to go yet, but…) and its like a feeding frenzy…


(Ifurita) #14

imo, there are a couple of reasons for extended spawn locks

  1. Experience system. Simply put, as people gain experience, they become more efficient at killing, which makes it easier for the attacker to set up effective kill zones. Field ops can maintain continuous arty barrages and airstrikes, it’s easier to replenish ammo, medics can strew meds packs around like candy. For example, I was playing on a server as a med on Railgun and I switched over to MG42 once we had pinned the axis in their spawn. I took cover behind the tower and proceeded to mow down 60+ people at the cost of going to limbo 3-4 times. As I gained experience, it just became easier to maintain a never ending stream of fire

  2. Maps are more complex than RTCW and the ET-noobs (which can include experienced RTCWers) haven’t figured out how the maps work. I think that in RTCW it was easier to figure out where you needed to go - sometimes you just followed the engineer. In some of the maps where spawn locks are most problematic, sometimes it’s just not as clear what the axis are supposed to do (e.g., move the trains around)

  3. There are a lot of noobs in the game and they haven’t learned how to break out of spawn locks. I think a lot of people instinctively go to ground and return fire when the run into the defenders which only plays to the defenders’ strengths. They also don’t have t he team work to push a small team thru the defenders and to keep going.

I’m sure there is more, but as people gain experience and figure out what they are supposed to do, things will get better


(weasel) #15

This is only a problem on a few maps. Railgun gets really nasty, something needs to be done about that. It happens on assault, but that only because everyone is stupid. Allies have TWO SPAWNS to start with. Use them. Fuel dump occasionally has issues with it, but there’s always a way around. It’s only an issue there if axis brings out the panzers. Oasis, radar, and gold rush don’t seem to be to have any issues with spawn camping.


(Azarael) #16

I agree with some of the problems here. There does seem to be a lot of bottlenecks near spawn points. The other day a guy on Cain’s server was dropping mortars past the old city wall where you have to run through. It’s pretty hard to get through when 3 mortars drop in at about 7-10 sec. after the allies spawn.
Anyway, I think a good way to solve this would be to put your cvops to work and infiltrate to keep the people laying down the support fire uncomfortable.
As for plain spawn camping, yes in the interest of fair play you should alow the other team some breathing room when they spawn, but there aren’t that many situations where some co-operation and ‘good’ class use won’t push the campers back.


(Emon) #17

Major problem with restricting spawn points in Goldrush:

I’m playing as Axis and I’m trying to go around back so I can confront the Allies while they flee with the gold. Whoops, I can’t!