View Full Version : Deathmatch Teams
11-17-2002, 11:42 PM
Is it possible to use the "team" setting for playerstarts in a deathmatch game?
I'm thinking to make something fairly unique here; a map where the only purpose is to kill the other teams players, but they each have a base of sorts. And as such, they'd have to spawn in their respective bases instead of all over the map.
:type: Oh well, it sounds better in my head. I'm sure the map will be cool.
11-18-2002, 04:34 AM
I thought of that a while back and made a simple script for UT that made it so players started at the right team player start. Worked ok but the bots were totally stupid and it was too easy to spawncamp.
11-18-2002, 09:07 AM
I agree wtih Bot_40; once the opposition penetrates your bases defenses, they certainly will spawncamp since that guarantees them victory. The best you can do is make sure that the spawn points are even; that is make sure that a newspawner isn't guaranteed a superweapon with minimal risk in a few seconds or is put on high ground that is very easy to sustain control over.
11-18-2002, 10:55 PM
Well, I wasn't going to put the spawns all in one room or anything... they'd be spread out quite a bit. And there would definately be some interesting triggers implemented in this one... :evil:
11-19-2002, 11:10 AM
Is it not possible to make a CTF map without the flags and save it as a DM map??
Just making that up, I dunno if that'll work, but i see no reason why it would not work. In UT if you make a CTF withou flags you end up with a team DM level where the players spawn in the bases of their color.....
But don't shoot me if I'm wrong....:)
11-19-2002, 11:47 AM
Sounds like it is just a matter of the team tag being set in the player start properties. In TMDM it should work the same as CTF. Shouldn't it?
I'll give this a try and let you know how it works.
11-19-2002, 06:16 PM
This project's been put on hold for a bit, got another map in the works. This one'll be something unique, I hope. :D
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