Prison M recommendations for return.

Matz

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I'm working on Prison M again after discussions with leadership, and it will be returning once improved.

Changes already made:

Central corridor added to:

-break off rooms
-give ts places to run
-allow CTs to move ts around easier

Additional cell to:

-add a vent in a cell
-add diversity to cellblock

Heal no longer requres a button

Additional access to catwalk added

Additional cover for CTs added

Clearer definition of CT areas added

If you have any other specific suggestions, please let me know. For example:

Gun placement, vent placement, catwalk placement, etc

Please make sure your suggestions are specific and practical. e.g. not "more ways to rebel/control CTs".

Cheers
 
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I wouldn't add a Vent in cells. Unless you make it a chance that it will spawn and only allow one person to enter.
 
I wouldn't add a Vent in cells. Unless you make it a chance that it will spawn and only allow one person to enter.

If he adds a second cell as suggested it could work, but he would need to limit the spawn points in that cell or set reserve spawn points. It's what I did with the vent cell in knightfight; there is only 1 spawn point that shares similar spawn values as the rest, 2 others have a value of 3, and the rest have a value of 5. Since lower values are used first, only 1 person is going to spawn in the vent cell unless the server has more than 41 ts to exhaust the regular spawn points.

now that I think about it, this is something I can revamp for mansion map. I can do say 10 spawn points in non vent cells then 1-2 spawn points shared with 15 others, and then the rest at the largest value. Should prevent any t from spawning in vent cell when the server is near empty.
 
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I do agree Bolt. There isn't a vent in the main cell and never will be for the reasons you say.

I added two extra small cells, one either side. One of these has 3 spawn points. This cell's vent opens 1/4 rounds. This vent leads out to the side of the cells on the right - essencially letting them sneak out of cells a few seconds before, so if they're lucky or pick a clever route out of cells, they could escape to the rest of the map - going through box vent or being bold and running for main corridor.
 
Is there a demo or something build that you could share to check it out
 

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