ns2_tram_fixspawns

lotnik190
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10 October 2014 - 21:23 CEST
#1
Ok, here is ns2_tram with fixed spawns :) It should work but you need to test it at least one time. I have tested it with bots and everything was ok. Map is named ns2_tram_fixspawns. I can rename it to ns2_nsl_tram if you want.

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=324819923

Changes:
- Aliens always spawn Shipping
- Marines spawn Warehouse or Server Room
- Deleted 2nd IP for marines (they were used in big matches on pubs like 10 vs 10, if the map will be used on pub in the match like that, 2nd IP will spawn randomly somewhere around the CC)
- Sandbox mode doesn`t work anymore
Hefty
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TAW.af
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11 October 2014 - 14:08 CEST
#2
This is awesome! I would like to vote this up for use in the NSL tournament!
Pelargir
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11 October 2014 - 15:43 CEST
#3
I like the idea and the work done to fix the spawns but is it really needed? That's right, for some games, it can make a bit longer to get the appropriated spawns but teams only have to reset a few times. Aliens spawn Shipping on Tram is for Week 1, there's only another week getting Tram Aliens North Spawn so it might force Admins to install your map for only one or two weeks. I'm really not sure it worth it.
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
lotnik190
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11 October 2014 - 16:32 CEST
#4
True. I made it during the match, because it's just 2 mins of work :P
swalk
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12 October 2014 - 13:10 CEST
#5
lotnik190 says
True. I made it during the match, because it's just 2 mins of work :P

Yeah 2 mins of work could save players many minutes, if not hours, in total of resetting rounds. It is pretty annoying to reset the round for the 10th time before you get the proper spawns. Don't know why we don't already have maps made for this purpose when we still have these spawn restrictions.
http://www.youtube.com/user/swalken/videos
Mendasp
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12 October 2014 - 14:52 CEST
#6
The NSL mod still has the spawn overrides and there's a shine plugin that does exactly the same and in recent NS2 builds a console command was added to select spawns, so why not use that?

No need for a separate map (which is a pain to keep up to date), just the refs etc need to use what they have available.
Pelargir
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12 October 2014 - 15:07 CEST
#7
Mendasp says
The NSL mod still has the spawn overrides and there's a shine plugin that does exactly the same and in recent NS2 builds a console command was added to select spawns, so why not use that?

No need for a separate map (which is a pain to keep up to date), just the refs etc need to use what they have available.


Your command is awesome but we cannot use it for random spawns. I mean, we would like to use for Marines Top Random Spawns and Aliens Shipping, but we can only use the command for setting up Warehouse or Server Room as Marines Start. The randomness is excluded in that case. That's why Referees/Admins don't use it.
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
Mendasp
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12 October 2014 - 16:52 CEST
#8
Yeah, but the NSL mod could easily have a setspawns command to set it to "top" or "bottom" spawns, it'd take all of 5 minutes to make since everything is in place already.

Having separate (potentially outdated) versions of a map is a horrible thing.
Pelargir
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12 October 2014 - 16:59 CEST
#9
Mendasp says
Yeah, but the NSL mod could easily have a setspawns command to set it to "top" or "bottom" spawns, it'd take all of 5 minutes to make since everything is in place already.

Having separate (potentially outdated) versions of a map is a horrible thing.


That'd be awesome.
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
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