By the same token why reject “what ET did” just because it was ET and ET is not DB? If something from previous games works, why not use it, or at the very least use it as a starting point?
What SD should’ve done is make attacker spawn time = 20s, defenders = 30s, make travel time to objective 15s for attackers and 10s for defenders, then we would have a workable structure on which to build (defender travel time being less means they initially get to the objective first, as they should, difference in spawn time + travel time being less for attackers means the map is offensively biased, which for Stopwatch is imperative).
If they’d done that as a starting point, then tweaked out from there to make the game more “pub” friendly (if necessary, which I doubt) we wouldn’t be having this debate.
ET’s spawn system worked. RTCW’s spawn system, upon which ET’s was based, worked. They worked in comp, and they worked on pubs. They formed an important component of each team’s strategy in comp, and were simple enough for pubbers to understand and employ if they so chose. And none of that is opinion, it’s first-hand experience, which anyone who played either game would almost certainly agree with. Why re-invent the wheel?




