> For the first point you made, ALL fire teams have TWO spawn areas, the vehicle bay, and their own spawning area.
I’ve been in matches where my only spawn was a mobile spawn point for my teammate and the vehicle depot. I can’t say the reason behind this, but I can say most of the games did involve a black screen host switch, but for example, last night I played Overgrowth and my sole designated spawn was, you guessed it, the vehicle depot with two full teams and no black screen. This I cannot explain and will not try to, but if your telling me the map was designed with two spawn points on it, than I assume my experience isn’t lying and the map designer isn’t lying, therefore, this is a glitch or bug. Either way, it needs to be addressed.
> as regards to people quitting, so the laser was inaccessible, I’m afraid I can’t really do anything about that, because mobile spawns do not work.
Honestly, that’s just one solution for me, the other would be designing access around a centralized spawn area with limited means to access other areas. I can see making the Spartan Laser exits covered up and simply adding a backdoor to let people get out through the back, simply reversing the design of the map. Fact is, mobile spawn points is a feature which can only add to the effectiveness of a match when you consider its positives and work around that. However, it is when the game glitches and malfunctions which should be taken into mind when designing a map. Fact is, part of being a project manager means to go back and look for the means of failure to happen and leave someone with little to no options originally intended. You need to do this.
> It is invasion standard to have each team have a designated area, and if I was to change that, I can promise you that you wouldn’t be seeing Refinery in MM anymore.
If 343 made the decision to take it out based on those sole grounds when you reworked the map to fit an existing issue already being brought up, than my response would be to contact the Multiplayer Team seeking an official reason why your being penalized when your fixing errors which have been brought to your attention. Once again, that is what I would do.
> I already explained the issues with movable spawns, and while I am now aware there is an issue present, the alternative issues that would arise, should I allow movable spawns, would far outweigh the current issues. Invasion isn’t a perfect game-type, but as a map designer, I try to do the best I can.
No one is disputing your hard work. Everyone wants a map they can enjoy and we see your working on that. BUT… your map will never be perfect or even close, however, this is no reason to stop striving for it. Movable spawns work fine if you take the concept and rearrange your map to fit the circumstances, yes, its difficult and you may or may not have interest, but the real question is: As a forger, are you willing to leave a map in Multiplayer Matchmaking with these flaws which have already been exploited? I don’t need to know the answer.
> For your last point about the wraith camping the vehicles, I’ll try to make that harder to achieve, but I’m not sure how much I can do. All invasion maps have some vehicle camping.
- Make a side door exit.
- Roof access for the falcon.
- Place rocks in positions accordingly to create an anti-wraith wall.
- Keep up the good work.