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Forge Fundamentals - Spawning

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Spawning
At first glance, placing spawns seems like a simple endeavor. Just place spawn points around the map, right? If only it were that easy. Sometimes poor spawning alone can mean the demise of a map. The goal of this article is to go over some of the fundamentals of creating an effective spawn system to maximize the potential of a competitive map.

Starting Spawns
When it comes to placing initial spawns, there are no absolutes . There are, however, some good guidelines that can be followed which have proven to work well. When placing initial spawn points, both teams should be placed on equal ground whenever possible. Spawning one team closer to a power weapon or power position than the other team can end up being the difference in who wins the game. On symmetrical maps, initial spawns should be placed in identical positions on either side of the map. On asymmetrical maps, starting spawn locations should be balanced, inasmuch as it's possible, taking into account things like power weapon placements, power position locations, and any other factors that may provide an advantage.

Respawns
The best location for a respawn point is in a relatively well protected area - placing them near or directly behind cover is always a good policy. A player should never spawn out in the open without the ability to reach a protected area before dieing. Giving players a fighting chance should be a top priority. The positioning of respawn points is not the only factor to consider - the orientation of spawns (which direction they face) is equally important. A player that spawns facing a wall can find it very disorienting. Anyone who has spawned looking at a wall, turned right and left in an attempt to ascertain their location, and then died before even having a chance to move should understand the importance of orienting respawn points correctly. Aiming spawn points so that players will spawn looking at main pathways or open areas of the map is of the utmost importance.
 

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There are many theories about how respawn points should be dispersed throughout a map. Those theories can range from using every respawn point available, to severely limiting the number of respawn points. There are many factors which may go into deciding which strategy is best for a particular map. A small 1v1 map obviously doesn't need over 250 respawn points on it. On the other hand, overly restricting the number of respawn points can result in spawning that is too easily punished. Respawn points should not be restricted to one or two sections of a map. As a general rule, in team games the majority of respawn points will be located in bases since they are generally more protected and allow players to respawn safely. However, an ample number of respawn points should also be placed in other areas of the map. Though this is probably an extreme example, if all of the respawn points on a map were located within bases, it could result in an unbreakable spawn trap.

 

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Spawn Zones

There is much that could be written about spawn zones.  Rather than attempting to go into great detail, this section will focus on covering some of the basics of the subject. On symmetrical game types like CTF (where each team is designated one side of the map) the best way to guarantee that each team will spawn on their side of the map is to put 3 identical spawn zones on each side, assigned to the team that should spawn on that side of the map. For some extra assurance, an Anti Spawn Zone can be placed on each side also, assigned to the team that should NOT spawn on that side of the map.

 

On asymmetrical gametypes like Oddball, King of the Hill, and Extraction, it's often best to have no spawn zones at all. This means that players will not be restricted to spawning in particular portions of the map. Slayer is a unique case - the choice to setup a map with no spawn zones (dynamic spawning) or with sided spawns (static spawning) is often a matter of personal preference.  On symmetrical maps, it's always a good idea to test both options and see which works best.  Asymmetrical maps should almost always use Dynamic Spawning.

 

There are additional ways to use Spawn zones also. As an example, if one or two respawn points on a map prove to be problematic, the easy solution is to delete them.  However, another possible solution is to surround them with either an Anti or Anti-Weak Spawn Zone, which would allow those respawn points to remain on the map, but result in them being utilized less frequently.

 

 

For a more in-depth discussion on spawns zones, check out these links:

Forging Halo 4 | indepth articles on forging Halo 4 by MrGreenWithAGun

Audley Enough: Respawned by Tiberius Audley

 

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Is that a picture of an ancient indian burial mound?

Maybe...

 

ugh spawns...i could write a book on this. :/

Do it!  :P

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Ahh spawns... I could write a blog on this...

 

Oh... wait...

This article is meant to cover the absolute essentials/basics of spawning.  I hope that people will follow the link I left to your blog at the end of the article and get exposed to some specifics of how spawning works.  It has really wonderful information, specifically regarding spawn zones.

You should put a link for it in your signature.

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