You push deep into their corner, and suddenly they're coming from behind you.
In Call of Duty 4: Modern Warfare (Infinity Ward, 2007), Team Deathmatch, you come back on one of the pads the map's makers placed by hand, and the game picks which one. Infinity Ward's own spawn script, as it was released with the game's official mod tools in 2008, scores every pad at every respawn: the distance to every enemy counts for it, the distance to every teammate counts twice against it ("high enemy distance is good, high ally distance is bad", alliedDistanceWeight = 2), and every enemy who can see the pad takes 100,000 off it. The highest score wins; only an exact tie is left to chance.
Nothing in the script draws a line across the map. While two of a pinned team still stand in their corner, the corner keeps the best score, so they keep coming back right in it: the spawn trap. That's how a spawn gets camped: keep the pads around them in sight (each one an enemy can see is out) and leave a few of them standing in the corner. Take out one more, and the far side of the map, behind the team that pushed, scores higher: the flip. Team Deathmatch's own script puts it in one line: "Players generally spawn behind their teammates relative to the direction of enemies." Generally.
The town, the pads, the figures and every number on screen are our own simplified version of that rule (flat distances, our own sight test, five pads, four against four); on a real map the tipping point depends on where everyone stands. Later Call of Duty games changed their spawns; this is Call of Duty 4 (2007).
Where did you get spawn trapped the hardest?
Sources: Call of Duty 4: Modern Warfare (Infinity Ward, 2007), maps/mp/gametypes/_spawnlogic.gsc and war.gsc, as released in the CoD4 Mod Tools (2008).
Sounds and music: our own, made in code.
Unofficial. Not affiliated with or endorsed by Activision. Call of Duty is a trademark of Activision Publishing, Inc.
