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PostPosted: Tue Jul 18, 2006 12:45 pm 
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Pwnzer
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well, if everyone else is dead the the AFK guy is alone in there then simply walk in the way they walk out. or the server can auto kick AFK players like it always does.

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PostPosted: Tue Jul 18, 2006 5:14 pm 
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High Master
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Ah, but these guys are suggesting automatic defenses to kill the opposite team trying to get into spawn, or simply making it unaccesable (sp?).

Oh well, I guess that's what votekick is for if it is enabled (and if it ever gets fixed).

Not all servers kick unactive players either.


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PostPosted: Tue Jul 18, 2006 6:03 pm 
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Pwnzer
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Im suggesting that the spawn area will have makeshift bunker like defenses. For example, it the spawn room is a 2nd floor of a building, the windows can be boarded up creating a method for the spawning team to shoot out in safety. Ofcourse there are better examples but thisis the simplest.

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PostPosted: Tue Jul 25, 2006 6:49 pm 
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XenoKiLLer wrote:
somehow the maps need to be designed in such a way that opposing forces can only reach areas where "hotspots" are suppose to be. OpFor shouldnt be able to get into the spawn area at any case. ofcourse this problem only exists with BC and CTF and therefore these gametypes should have their own maps designed to prevent spawncampers.


i had this idea in my mind too, and i think is a good idea,

a map thats specially designed for a particular game-mode,
maybe its not efficient to build a special map for each game-mode,
but there is an efficient way to do this,

for example, dem_snow should look simulair for obj or bc,
but... the bc version should have a bit more erea/rooms and stuff,
so the demsnow bc version should have locations/ereas opened that are normally closed by walls, if it was the obj version

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