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Quit spawncamping!

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Quit spawncamping! Empty Quit spawncamping!

Post by jameless 20/7/2010, 19:53

K so using stripper:source again I added lvl 3 sentries into spawn to prevent people from spawncamping. The sentries cannot be destroyed. This may not necessarily be a permanent thing. We are going to test and see how well it works for us and whether or not we should remove them. They will disable when a team captures the last point so people can still get their victory kills in.

Let's see how it goes!

cheers
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Post by Young Greezy 20/7/2010, 20:01

Damn James. Very nice Job.
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Post by Google 20/7/2010, 20:06

Spies can still spawncamp?
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Post by jameless 20/7/2010, 20:11

Spies can sap the sentry but it won't kill it. This is something that I have been researching since Adam let me know about it last night. So yes a spy could essentially attempt to spawncamp but I doubt he would be nearly as successful as a soldier, demo, scout, or heavy in spawn. My bet is he would prolly sap the sentry and run for his life. But like I said I am looking into preventing it from being sappable. It isn't a perfect solution. But it will help.
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Post by ninji 20/7/2010, 20:12

Bravo, James.
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Post by Epps 20/7/2010, 20:30

Nice job as usual James =D
Now if you excuse me, my router died on me...
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Post by Google 20/7/2010, 20:36

Spies can sap teles thus cutting off transportation. Very Happy
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Post by vladmirbsl69 20/7/2010, 20:38

if spys sap the sentries then other people can go in and spawn camp........ive seen this all the time where spys do that for their team mates.
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Post by Epps 20/7/2010, 20:43

Well when that happens we'll just ban them...
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Post by jameless 20/7/2010, 20:45

@Google: We don't mind people sapping teleporters. If the spawnroom was made right in the first place then the teleporters wouldn't have been allowed to be built in there anyway. But like I said not a perfect solution.

@Vlad: Well the sentries are inside spawn so the spy has to jump in first off he stairs, sap both sentries (they are on opposite sides of the spawn room), while his buddy awaits outside of spawn, then his buddy has to jump in and do his damage before an engineer or pyro takes any sappers off. This requires quite a lot of time on an instant respawn server. It would require them to have pushed the team back quite a bit.

If spies become an issue, (play it first and notice trends instead of just thinking of what could happen) I can move the sentries onto the wall high enough a spy can't reach it. But this is how it is for now. Like I said they may end up getting removed anyway but it's worthy of a full server run through.
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Post by jameless 20/7/2010, 20:46

O and btw, they will show up on a map change or server reboot. So you may not notice them right away.
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Post by Vital 20/7/2010, 22:07

Silly James, I got rtd god mode and instant kill, therefore your bullshit sentry has no effect on me, hahahahahaaaa
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Post by Jonesie|UKCS| 21/7/2010, 12:41

Damn, James! Your raping the server/s with your epic moderatorness.

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Post by Chucknorris 6/8/2010, 14:34

We have this on all our orange_x3 maps and it is one of the best decisions we have made. good work!
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Post by LieuTennet 6/8/2010, 14:47

They can stand on the end of spawn and shoot in, i think the sentries should be able to hit the edge of the door way and scouts can bonk to the back corners and be safe.
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Post by jameless 6/8/2010, 14:55

Any stock map you can stand on the edge of spawn and shoot in. This was done to prevent people from running around and hammering on you. Also it is very tough to get placement perfect where it can get the door but not shoot the people standing above the stairs on that block.
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Post by LieuTennet 6/8/2010, 14:58

Ok, well it won't be needed when we use the pulp orange
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Post by Epps 6/8/2010, 15:23

And once again I wonder how orange_x3 even became a popular map. I mean even I can make a better map and my experience with hammer is only a few hours -.-
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Post by hyce777 6/8/2010, 15:31

Sgt Pepper wrote:And once again I wonder how orange_x3 even became a popular map. I mean even I can make a better map and my experience with hammer is only a few hours -.-

This is true. Orange was made by an incompetent idiot. Whoever made it didn't use the grid. The sides aren't symmetrical, the tower is in no way symmetrical. It became so popular because every joe schmoe with my computer can run it! lol.
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Post by jameless 6/8/2010, 15:33

It just goes to show you that marketing sells products not quality control. Just look at Apple.
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Post by LieuTennet 6/8/2010, 15:36

jameless wrote:It just goes to show you that marketing sells products not quality control. Just look at Apple.
this^
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Post by Jonesie|UKCS| 7/8/2010, 03:37

Why don't we just enable spawn protection again?

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Post by Young Greezy 7/8/2010, 03:49

Why are we not using tendo's orange yet? Seriously, it was great, let's use it.
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Post by Eraserhead 7/8/2010, 09:49

Yes, i've seen that happen to i got shot by a bonk scout who tried to kill me from behind. You could place the sentries a little more backward. Only watch out the sentries won't shoot soldiers, scouts and demoman jumping in front of spawn, that would be unnecessary.
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Post by jameless 7/8/2010, 09:56

Placing the sentries precisely is very tough. I have to decompile the map, open it in hammer, find the x y z and yaw coordinates for all 4 and then change it. I then have to load the settings and test with trial and error because the coords in hammer and using stripper:source differ slightly. It doesn't show me which direction it will shoot like when you place a sentry in game. It took me 4 hours to get the sentries placed where they are now. It will be some time before I can have the time to move them again.
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