The objective of this mod is to take away some of the frustration of spawn camping on DM levels, and, simplly increase the number of spawn points available in a level. Once a level has been properly bot pathed there are literally loads of path nodes littered all over the place. Rather than always spawning someone on a player start object, players are spawned on a randomly selected path node (or player start) instead. If a pathnode cannot be found then a player start will be used. In capture the flag games only path nodes within a certain radius of the flag (determined by the distance between the flag and the farthest player start) will be used. For DM ofcourse practically the whole level is available.
If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started. Effort should never be duplicated, only contributed. (lol - what a slogan).
That kinda reminds me of Jailbreak's fallback mechanism if not enough PlayerStarts are present to prevent spawn-fragging. It also selects random PathNodes close to the home base to spawn surplus players. —Mychaeel
Sounds very similar indeed. Not really played Jailbreak much - it feels too close to LMS for my liking (and I'm really really bad at LMS) – EntropicLqd
in some ways, yes, but in most ways, no. I like JB partly because I'm a fairly lousy player (I blame the ping ), yet in JB there's a sort of compression of the skill spectrum into the effect on the game spectrum... erm, I'm making this up on the spot... ... what I mean is a lousy player like myself still has an impact on the game, rather than being a spare limb as often in CTF. —Tarquin
ZxAnPhOrIaN: Its easy to win in LMS!
Mysterial: I have already done this mod. You can get it from [my mods site]. Note that it currently uses ZoneInfo in base games (e.g. red players spawn in zones containing "red") which doesn't work for many custom levels that aren't zoned well or don't name their zones using the team colors that way. There will be an option to use PathNodes within a certain radius of the flag instead next version.