
Spawn location choosing priorities in Deathmatch If there is an info_map_parameters entity with the keyvalue usenormalspawnsfordm 1, then the right column is used, otherwise the left. If a priority cannot be met, the next is used. Deathmatch Spawn PointsĪ player's spawn coordinate is chosen with the following priorities. Remember that the player in has a width and length of 32 units, whereas Hammer shows a smaller width and length. Placement Tip: Spawn entities should be placed 16 units off the ground to avoid spawning players being stuck inside the floor.
They might be unfair: predictable, "campable", overpowered. They might be too far away from key points of the map.
They might be outside the playable area. They have the angles (0,0,0), which can feel unnatural or even annoying for some of them. This is OK, but it might yield bad or unfair results.ĭisable randomly generated deathmatch spawns with an info_map_parameters entity and manually place info_deathmatch_spawn entites across the map to get full control of deathmatch spawn points and to avoid the downsides that randomly generated spawn points have: In maps with no adjustments for Deathmatch, the game generates info_deathmatch_spawns across the map. A player wins by scoring the highest when the game ends. Players killing three enemies in a row are given a weapon_healthshot. Kills grant points, depending on the weapon type and if it is currently the bonus weapon. The immunity also ends after moving or +attacking. Players make a sound when spawning and are invulnerable for some seconds during which they can buy any primary weapon, any secondary weapon and/or the Zeus x27.
The game is one perpetual round of 10 minutes where killed players respawn at deathmatch spawn points. On official servers, this game mode is played as follows: