Author Topic: Best way to prevent spawnkilling/camping in a corridor-based map?  (Read 530 times)

Last time I made a TDM, the spawn rooms lead directly onto a corridor whilst only being separated by a door. Anyone who came out of the spawn room would probably be killed instantly without having a chance to react, and people could just walk in after anyway.

Teleportation is something I thought would work, but there's still the issue whereby anyone teleporting to location A can be killed instantly be anyone who happens to be there already, and the same in location B, C, D, and so on, even if the teleports are random or player chosen.

Any ideas?

You have to add more ways out. There's still the theoretical possibility that the opposing team could cover every possible entrace or exit, but it's unlikely. If you find it happening often, you can try several things to make it for a team to completely camp more difficult. Things like making the map bigger (increasing the travel time between bases), adding possibility for environmental deaths, removal of weapons that make it easy to camp, and removal of 1-sided camping spots

How about events that would hurt the other team if they entered the spawn area?

It's not so much an issue of entering the spawn area as being able to stand around it and fire at unsuspecting spawning people just as they leave the room.

Not letting people into a spawn room is easy; preventing people from being instantly murdered as they leave the spawn is another problem.

It's not so much an issue of entering the spawn area as being able to stand around it and fire at unsuspecting spawning people just as they leave the room.

Not letting people into a spawn room is easy; preventing people from being instantly murdered as they leave the spawn is another problem.
Teleports, tunnels. Don't make three doors and have them all lead to the same clearing area, that's pointless. Have them lead to distinct areas.

this is why all shooter game's map design are circular.

there is ALWAYS 2-3 directions to go from any area a person can be stuck. so to prevent people from getting trapped, and allowing people to move more.

and dont use teleports. that is lazy and abusable