By "I"... Ardly actually means "we" as in me and Godly. You're so selfish bro :P... rofl.
Anyways, I pretty much have the same questions as Ardly does. After our testing it seems that mixing a respawn zone in with weak respawn zones is not a good idea. What I am wondering is how different would a map be with one version with only multiple respawn zones and another version with multiple weak respawn zones. It seems the weak respawn zones are much more effective for standard competitive and MLG maps as they take more variables into account and are much more cautious in spawning players within themselves.
Also a couple of tests for the spawn sequences made it seem like a higher spawn sequence generated a higher priority for spawning. Also the farther away a respawn zone was the higher priority it seemed to have as it is assumed to be safer. But there were several times that it seemed there was another variable or two in place. What I'm curious about is if the spawning system takes a time frame of deaths into account. So that multiple deaths in one area would make it less safe than if one death occurred in that area. Any insight on this would be great.
Regardless thank you for the time you put into this, we do realize that this is a thread for tags we were just hoping for some feedback if we can get any. *crosses fingers*
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