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Thread: Red Spawn >2 seconds

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    Default Red Spawn >2 seconds

    Howdy,

    Of course I know some of you might be thinking, "OMG WTF BBQ It's a Fast Respawn server you lemon cake", why play with the spawn times????

    However I'm sure I'm not the only one who has noticed the epic slaughtering of the blue team on the DustBowl server. While fun to begin with, 8 rounds in a row of not getting past stage 2 can be quite frustrating and equally boring.

    Hence the suggestion....

    Could we not "tweak" the re-spawn time of the red time a little and delay it by 2 seconds so that blue stand a chance of getting out of spawn.

    On the UKmanDown servers, it was an easy modification to the fast respawn plugin for just the dustbowl map I was using back then or today looking on the alliedmodders site, this plugin https://forums.alliedmods.net/showthread.php?t=73929 allows the blue spawn time to be tweaked via the var sm_fastrespawn_red.

    I'm not suggesting a 10 second respawn, just a slight tweak to give the blue team a chance of getting out of spawn, to stage 2 and dare I suggest.... stage 3?

    Whats your thoughts?

    Matt

    PS. The 88% win ratio of the red team says it all here Fragmasters Community - Map Details

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    Default

    Hey, i remember the good old UKMD times such a nice time.

    Anyway, i second this change if it is possible - but only a few seconds as suggested. It really is a pain to play blu on dustbowl, and most people know it.
    It is a similar problem on the payload server. Most people switch to red to win, and it forced autobalance a lot.
    the statistics on those maps are also sky high win-percentages for red (up to 87% red wins on upward). https://fragmasters.gameme.com/maps/tf
    I think the reason is that those maps were designed with the standard much longer red spawn time in mind.
    Im not sure whether this change is someting you can or want to do, but it would actually bring a nice balance to the game.
    An alternative to increasing red spawn time, could be to completely remove blu spawn time instead of the few second it is now for both teams.

    Physonic

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    Default

    I am going to keep it as it is, as I do not know if that is possible.

    I do not have the time to test if it works or not. The add on link for that plugin is "unapproved" because it does not meet the Valve rules.

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    Morning,

    Whoops that one was a unapproved plugin, my bad I didn't even see that.

    Such a n00b....

    And back on topic

    So as an alternative, see here https://forums.alliedmods.net/showthread.php?p=611953

    The interesting part is this because you have multiple servers and managing special plugins per server is a pain in the arse. Config files, dead easy!

    Here comes the best part of the plugin. In your \orangebox\tf\cfg\ directory create a cfg file that is the same name as your map. Here you can now place the 3 cvars there to control specific spawn times for each map. For an example:
    cp_dusbowl.cfg
    sm_respawn_time_enabled "1"
    sm_respawn_time_blue "3.0" //Attackers
    sm_respawn_time_red "8.0" //Defenders
    So with that in mind, I'd probably star with something like this in the cp_dusbowl.cfg file:

    cp_dusbowl.cfg
    sm_respawn_time_enabled "1"
    sm_respawn_time_blue "0.0" //Attackers, instant
    sm_respawn_time_red "4.0" //Defenders, slight delay
    And see how that does.

    Remember, we're not suggesting an epic delay, just a not-so-fast re-spawn time for the red team to give the blues a helping hand.

    And of course if it works out, then different values can be set per map with separate map.cfg files (for lazytown & payload), thus only one plugin needs to be added/maintained.

    Hope that helps!

    Matt

    PS. That plugin was made by WoZeR. I remembered that name as he helped us out numerous times when I got stuck scripting a few functions.

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