How to fix the spawns in the tutorial maps?

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Zerofinity
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How to fix the spawns in the tutorial maps?

Post by Zerofinity »

I've made the tutorial maps playable by copying and renaming them, but the spawns don't really work properly, always causing a death at the start, and I'm wondering how I'd fix that without adding more spawns (I want to keep the maps as intended).

Focusing on 1 map (but all of them have a spawn problem), DM-Tutorial: there's 2 spawns which should be enough for 1v1, but there's always an instant death at the start. And not just 50% of the time, but really 100% of the time, so it's not simply bad luck but actually by design (and it's not that always the same spawn gets used either, sometimes the starting spawn is the first and sometimes it's the second so that works fine, it's just always the same one for both me and the bot).

The spawns do have a couple of different properties other than what different spawns normally have (such as a different weight value for example), but I played around with them and none of the differences I spotted seem to control the spawning logic. I know changes I make go through properly (for example, I made a small change in DM-Tutorial to have the cage lifted up and the barrels removed to make it like it is in the end of the tutorial), so that means I simply haven't found what I need to edit.
Red_Fist
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Re: How to fix the spawns in the tutorial maps?

Post by Red_Fist »

It can only be a perfect game using one playerstart per side.

If someone played your map with 16 players, you NEED, 16 playerstarts, Even then they still splat themselves.

So maybe use 3 playerstarts to each side identical, in that way, if you pick ONE bot, is has three places to spawn.
As for wanting to keep it the same, it will, by default it will add bot paths from the new playerstarts. So make bot paths the same, as close as you started with, if need be.

Oh and, the "gametype" is messing you up and would need another one to change the tutorial code.
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Barbie
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Re: How to fix the spawns in the tutorial maps?

Post by Barbie »

Zerofinity wrote: Sat Jun 28, 2025 1:47 am there's always an instant death at the start
I know this from having PlayerStarts in the void. Have you tried rebuilding the map?

DM-Tutorial.unr works as normal DM here with v436 and 469f running from UnrealEd.exe and UnrealTournament.exe.
Red_Fist wrote: Sat Jun 28, 2025 7:44 am the "gametype" is messing you up and would need another one to change the tutorial code.
LevelInfo0.DefaultGametype is empty in DM-Tutorial.unr (so DM is used automagically).
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Zerofinity
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Re: How to fix the spawns in the tutorial maps?

Post by Zerofinity »

Any other problems the tutorial maps may have doesn't bother me: all of them play fine from start to end (albeit simplistic, obviously), it's only the initial spawn that's a problem with the game not spreading properly on the initial game start spawn (with DM-Tutorial spawning the bot on my spawn instead of the other one, and CTF and DOM have a similar issue. Though I should add that in DM-Tutorial when I changed from me + 1 bot to me + 2 bots for testing purposes, each spawn was used for 1 bot properly, of course 1 of them still splatting me as expected). I'd rather not change the map up with extra spawn points, I'd rather just deal with the splatting issue if that's the only solution.

I've tried rebuilding the map per the suggestion, but the same behavior persists (it did cut the file size by about 10% so I guess it did change some things, just not the spawn logic).
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Barbie
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Re: How to fix the spawns in the tutorial maps?

Post by Barbie »

Did you set the Playerstart's property TeamNumber correctly?
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Re: How to fix the spawns in the tutorial maps?

Post by JackGriffin »

Wouldn't be hard to embed a mutator that does a quick collision check on spawning and moves the player away before implementing them into the world. Something like that should be in the base code anyway. Spawn telefrags don't need to happen.
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Zerofinity
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Re: How to fix the spawns in the tutorial maps?

Post by Zerofinity »

Setting Playerstart to 0 and 1 respectively (tried also 1 and 2 when that didn't work, just in case) doesn't do anything. I presume that property only works in team games that dictate specific team spawns (CTF and Assault).
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OjitroC
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Re: How to fix the spawns in the tutorial maps?

Post by OjitroC »

JackGriffin wrote: Sun Jun 29, 2025 3:58 pm Wouldn't be hard to embed a mutator that does a quick collision check on spawning and moves the player away before implementing them into the world.
Sektor has a mutator that does that - can’t remember what it is called though. It was possibly posted on this forum so a search may find it.