Original HLDM spawn-logic was pretty much random… I also get the sensation it consisted of a queue. Telefragging was rare but would occur to a player sitting still on a spawn.
I have not looked into how HL2DM’s spawn-logic works (which is likely the current plan).
But BMDM should:* fix telefragging (by skipping some number of spawns which intersect players)
- fix spawn-mining (by skipping some spawns which intersect a laser)
- avoid overconcentration (by neglecting spawns in sight or proximity of another player).
We all know the bane of spawning with our back to a shotgun.
Will BMDM contain model-based teamplay, as HLDM had?
If so (which it really should), it should also:* cluster teams (by spawning close to living teammates, and away from enemies).
The lack of this was the real flaw with HLDM’s team-deathmatch. The spawning was peppered throughout the level. As frequent as death is, dying would completely remove you from them. More often than not, friends were just special targets you couldn’t kill (almost never able to work together).
Call of Duty (2003) provided a much more elegant form of TDM by spawning players in the vicinity of a teammate. Teammates were able to work together, and occupy areas of the map, killing enemies together. (When being overrun, a harbinger would escape the makeshift kessel, and new spawns with him would bring the victimized team to a safe location. Much like yin & yang.)
If BMDM could provide the classic and straightforward team-deathmatch mode with this form of spawn-clustering, it would provide a solid alternative to the beautiful DM chaos we could find most anywhere. The idea of three or more coherent teams, killing oneanother, is juice-invoking.