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Lodev
11th May 2001, 02:01 PM
I found this in the UT Bible:

"Respawning

Respawning in UT is random, but depends a lot on the position of your opponent.
You probably know from teamsay, that each UT map is divided into different zones. For example in Tempest there is Westwing, DamageAmp, Rocketroom and Shieldbelt.



The locations in teamsay aren`t the only occasion where these zones are used though, they also appear in UT`s respawn code. It`s very very likely, that your opponent spawns in a zone you are not in. In fact, if the distance between you and a player start in a different zone is higher than 750 unreal units he cannot spawn in your zone at all (As a reference, a player model is 78 unreal units tall, has a width of 38 unreal units and moves 400 unreal units per second).
There are some exceptions to this rule though:
1. You don`t spawn at the same player spawn point twice in a row.
2. If the player start is in line of sight to your opponent, you won`t spawn there.
3. Spawntelefragging is impossible in UT, but that`s covered by line of sight anyway.

So these are some basic rules if you want your opponent to spawn at a certain player start:
1. Stay in a different zone.
2. Stay out of sight.
3. Stay as far away as possible, at least 750 unreal units

If you are curious about the zones, you can look them up using UnrealEd. All you have to do is to load the map you want to see, for example DM-Tempest.unr and then you have to click on the last symbol in one of the windows, which is called "Zone/Portal".



"tempest from above the shieldroom in zoneview"

To put it in a nutshell, if you know the zones you can often predict where the guy you just killed respawns.


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© 2000/2001 - Florian Blümm"





Now, all I wish to know is: is there anybody who really USES this? And did you ever got an extra frag thanks to this? I never got any advantage out of it.

ION_Ace
11th May 2001, 02:28 PM
Yeah, used it loads of times in assault, mainly on guardia, bridge and forgot name of last map.


But then Eavy fixed it.

Tetris L
11th May 2001, 03:37 PM
Well ... when you kill somebody, chances are that you are in the same zone as him. So the opponent will usually respawn far away from you.

Anyway, in CTF the rule works slightly different, cos the spawnpoints are assigned to teams. But usually an opponent will respawn on a spawnpoint as far away from you as possible. And since the spawnpoints are scattered around the base, the rules for CTF are:

- You better not kill an opponent on the way into the enemy base, because most likely he will respawn inside the base and you'll have to fight him again inside.

- You better not kill an opponent inside the enemy base, because most likely he will respawn in the base periphery and you'll have to fight him again on the way out.

In summary: The best way is to bypass the defenders on the way in (x-lo skip through them like crazy), grab the flag without killing anybody and then try to make it as far as possible out of the base before you start killing the opponent that are chasing you. This way they will respawn *behind* you and won't be between you and your homebase.

XeneX
11th May 2001, 05:54 PM
I'm sure all the top 1n1 players use this quite a lot.

XS| Pain once said to me that spawn points are random, but he heard where I spawned, which is probably why I didn't have time to blink before I was respawning again :/

ION_Ace
11th May 2001, 07:20 PM
LOl yeah if I actually have my headphones on the right way I can work out where they spawned someimes if I know the level well.

DexterII|PuF
11th May 2001, 07:36 PM
well it all also depends on how many spawn points are in the map, if there are only 4 or 5 then it wont have any choice but to spawn you there.

WebSlinger
11th May 2001, 11:55 PM
Rooster commented on his 1v1 against XS|Pain in Fractal. The spawn points are actually above ground, so you spawn and drop a few "feet." He said that sometimes he would die before hitting the ground. It CERTAINLY helps to know where points are, so if you hear a respawn you have an idea where to go and where to setup that combo.

Tarantella
12th May 2001, 03:21 AM
On a small map with lots of players the spawn rules breakdown. I remember playing peak with 12 players leaping over a wall with 1 more frag needed for a godlike and being telefragged by a spawnee :(