Personally, I feel that instant respawn is only useful on koth and ctf maps
that don't have the choke next to spawn (this rules out ctf_2fort and
ctf_doublecross).  The point of respawn times is to leave flags/control
points unprotected so that the other team has a chance to capture them.

cp_dustbowl stage 3, point B would be the best example.  That point can be
difficult enough to capture as BLU even without RED instant respawning.
Points like this one (and pl_goldrush stage 3, point C) are the reason that
RED has a longer respawn than BLU on push maps in the first place.

tl;dr Maps are balanced for non-instant respawn.

On Mon, Dec 19, 2011 at 12:38 PM, Mart-Jan Reeuwijk <[email protected]>wrote:

> We're all different, some ppl like 32 player, some ppl like normal
> respawn, some like 24 player,  and other like fast or instant respawn, etc.
> as such is out there to find for anybody, its their choice. That such
> choice is available, is only good.
>
> imo the fast respawn and instant respawn are good for pubs, as they dont
> play really as a team, some kamikaze into the other team or go into bad
> classes to defend/offend. The faster respawn negates that neglect. On
> servers with less "casual" players, fast respawn or normal respawn is the
> best, depends really.
>
> If I'm just casual gaming, I like fast respawn, cos I dont have to wait
> that long to get back playing the game again.
>
> What I mean is, it serves a function for the type of player the ppl are.
>
>
>
> >________________________________
> > From: Black V <[email protected]>
> >To: 'Half-Life dedicated Linux server mailing list' <
> [email protected]>
> >Sent: Monday, 19 December 2011, 13:28
> >Subject: Re: [hlds_linux] Wanted: bug reports for clients dropping due to
> auth
> >
> >And I'm the exact opposite of you
> >I hate instant spawn and 32 slots
> >_______________________________________________
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> >
> >
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