W
Wimali
Guest
The Basic Idea
All maps have one spawn, which is always the same. When you die on Sanctuary, you know you’ll respawn at the well. On Babylon, you’ll always spawn right in front of the glass broken by random people and maybe fall to your death because you weren’t looking. But what if you’d respawn in the little underground jungle on Sanctuary? Or in a lower area on Babylon?
Well, that’s what I’m suggesting.
Example and More Detailed Explanation
Now, maybe this shouldn’t be on every RoF map. I do feel like mapmakers should just be able to say if they want to have multiple spawns on their map. Then when a player enters the map or die, the server would randomly pick one of the available spawns. For example, let’s take a look at this fast template map I world to show how my idea could work:
This is just a plain overview of the map. It’s basically a post-apocalyptic world like Solitude, in which a giant meteor or something struck the Earth (that’s why there’s that crater) and stuff. Don’t go telling me this would be a bad RoF map, being empty and ugly, sssh, was just created for this thing god!!
The first spawn of the map is in a plane thing.
Second spawn is all the way down the crater.
Third spawn is, well, somewhere else in the map.
The last one is all the way on top of the map.
Now doesn't that just look like fun stuffs?!
Preventing Spawnhouses (Idea 2)
Preventing spawnhouses? How do you mean? How could this feature prevent spawnhouses? Well, another idea I have right here: Let’s say we’re still on that Crater map, right. But the crater itself is flooded. So the lowest timer (second one) will be covered in lava. And as it’s very low in the map, the wave that’s going to flood that part of the map will be released like what, 5 minutes into the game? Then people would be stuck at the very start of the map, and be forced to build a spawnhouse and AFK for the rest of the round.
Or not. My other idea is that when that area is flooded, people won’t be able to spawn there. And when the area of the third timer gets flooded for example, people won’t be able to spawn there either. But 5-7 minutes before the end of the round, they will be able to spawn there again. Just because it doesn’t really matter anymore, as most other spawns are probably flooded anyway.
Why This Should Be Added
Not only would it kind of prevent early spawnhouses (yeah, they’re illegal, but quite a few players just make a spawnhouse when there isn’t any staff online anyway, even when a Grandmaster tells them it’s illegal), it would just make the game more randomized and fun. I see no disadvantages to this idea, and would personally love to see it added.
But hey, that’s just my opinion on it. I’d love to hear yours, as always. :D
All maps have one spawn, which is always the same. When you die on Sanctuary, you know you’ll respawn at the well. On Babylon, you’ll always spawn right in front of the glass broken by random people and maybe fall to your death because you weren’t looking. But what if you’d respawn in the little underground jungle on Sanctuary? Or in a lower area on Babylon?
Well, that’s what I’m suggesting.
Example and More Detailed Explanation
Now, maybe this shouldn’t be on every RoF map. I do feel like mapmakers should just be able to say if they want to have multiple spawns on their map. Then when a player enters the map or die, the server would randomly pick one of the available spawns. For example, let’s take a look at this fast template map I world to show how my idea could work:
This is just a plain overview of the map. It’s basically a post-apocalyptic world like Solitude, in which a giant meteor or something struck the Earth (that’s why there’s that crater) and stuff. Don’t go telling me this would be a bad RoF map, being empty and ugly, sssh, was just created for this thing god!!
The first spawn of the map is in a plane thing.
Second spawn is all the way down the crater.
Third spawn is, well, somewhere else in the map.
The last one is all the way on top of the map.
Now doesn't that just look like fun stuffs?!
Preventing Spawnhouses (Idea 2)
Preventing spawnhouses? How do you mean? How could this feature prevent spawnhouses? Well, another idea I have right here: Let’s say we’re still on that Crater map, right. But the crater itself is flooded. So the lowest timer (second one) will be covered in lava. And as it’s very low in the map, the wave that’s going to flood that part of the map will be released like what, 5 minutes into the game? Then people would be stuck at the very start of the map, and be forced to build a spawnhouse and AFK for the rest of the round.
Or not. My other idea is that when that area is flooded, people won’t be able to spawn there. And when the area of the third timer gets flooded for example, people won’t be able to spawn there either. But 5-7 minutes before the end of the round, they will be able to spawn there again. Just because it doesn’t really matter anymore, as most other spawns are probably flooded anyway.
Why This Should Be Added
Not only would it kind of prevent early spawnhouses (yeah, they’re illegal, but quite a few players just make a spawnhouse when there isn’t any staff online anyway, even when a Grandmaster tells them it’s illegal), it would just make the game more randomized and fun. I see no disadvantages to this idea, and would personally love to see it added.
But hey, that’s just my opinion on it. I’d love to hear yours, as always. :D