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Old 06-11-2008   #11 (permalink)
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Well, I always figured it worked like this, but this just sums it up into a clean, organized, and easy to understand guide for the rest of the forgers. Excellent work; the numeric values really help to make it easier to predict spawn locations, but I would recommend revising the visuals so that it's easier to tell the spawn areas apart. Perhaps color each one differently.


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Old 06-11-2008   #12 (permalink)
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a lot of info, stuff I knew about but not this much. Thnx man. =D
(and so thought out, great)

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Old 06-11-2008   #13 (permalink)
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This makes absolutely no sense to me. Dumb ppl ftw.




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Old 06-11-2008   #14 (permalink)
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Old 06-11-2008   #15 (permalink)
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thanx ive been wonderin how respawns work this makes a lot of sense
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Old 06-11-2008   #16 (permalink)
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Devinish, that is an absolutely amazing spawn guide! But how do traits like "attackers" and "defenders" affect respawn areas? Obviously they add influence points based on team, but just how much?

And also, I'm assuming that "neutral" respawn areas simply group spawn points, correct? So that way, someone standing in a neutral respawn area affects all of the points within it.


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Old 06-11-2008   #17 (permalink)
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Thats really impressive.


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Old 06-11-2008   #18 (permalink)
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OMG, this is perfect. i needed this info for a map I'm making. TY!!!



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Old 06-11-2008   #19 (permalink)
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WOW you get mad props for this it explains the basics pretty throughly please do all of us average people some slack and dont explain team respawns and flag stuff it might make my brain fry anyway this helps so much if you understand and im sure it works from tons of experience from yourself thank you Dev


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Old 06-11-2008   #20 (permalink)
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good God man how long did that take?




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