Imagine being the intern or low-level engineer in charge of manually placing the spawn points, and one day you realize you messed up and accidentally uploaded the version of Antarctica with 18 total spawn points. You get nervous but reason that no one in charge would ever look close enough to notice. Then some random f*cking youtuber shows up....
@GoldenKirby I think it's much more likely that they made one set, forgot symmetry wasn't on. Got to the other side saw no spawn points, turned symmetry on and placed them. Forgetting they already did that on the other side.
The only difference I have noticed is that on the spawn door aligned with the small staircase leading directly to the Pushbot's spawn you can save some time by jumping on the planter and then over the railing, so you dont have to walk around it. And while this does work from both sides i feel like Team 1's jump is significantly easier to get than Team 2's.
You also have to walk around 3 corners, while you can just walk in a straight line in the curling spawn. This is is why I always liked the curling one more because you can just Rein pin out of it the moment you spawn
For Antarctic peninsula I just realized after watching this the second time that the reason why there are 12 is because of the campaign/event missions. We spawn on that side so it makes sense that maybe those are used for that gamemode.
BRO, for real tho. I have never noticed it until now. On one side, the punch+slam combo to jump over the front spawn wall feels clunky, i miss it sometimes.
The ending AROUND A RANDOM POINT PLEASE FIX IT I’m dying 😂😂😂😂😂 that is so me when I see someone else’s bullshit code with random oddities that make no sense
Nobody talking about how walking out of that one flashpoint map (Suravasa?)'s spawn is walking simulator 2024 sometimes? Is it just me? I swear I spawn in the far back every single time.
The 12 spawn point one is highly likely due to the fact that this map was used in the PVE event (eldrich nightmare one) and that specific room had bots in it. I wonder if thats reason it has 12 spawnes
Wild seeing the comparisons & how many of us that play often enough to simply "like" the shorter side but gave it no thought as to why we liked a those particular sides 💀
I feel like almost all of flats' favourites were on the right, which might also have to do with sightlines and how the vast majority of the cast have their weapons block more of the screen on your right side than your left.
@@ParkaPal That could definitely be a part of the subconscious favoritism we all have. I agree w/ him on Lijiang Control Center, though it's the longer side it "feels" better. Maybe in part to what you mentioned.
me a junior dev will debunk this, It is because of echo ultimate to mimic any hero in the game, you can notice when you use your ult, your pov is always the same from where ever you are before you mimic some body, and her hp and skill and ect,..ect thing are reset, that sound familiar to you? yes that is the samething that happen to you when your character die and you spawn back in the room, noctice how some of the longest cd skill on your character get reset when you spawn back (lucio apm, baptise immotality field,...). And so what the dev at blizzard do is instead of creating a whole bunch of new code line for echo ultimate, they just took what they need to simulate the action, which mean everytime echo use her ult on someone, an invisible and unaccessable spawn room appear right on top of echo and force the "switching hero action" to transform echo into the hero she mimicking. But that just how echo ultimate work, what it have to do with the weird spawning pov bug that player get so much? Well because the "floating spawn room" that got patched into echo ultimate is messing with your team spawn room. You see the spawn room that echo have didn't appear only when she use her ult, It with her the whole time, just not activated. So when the match first started and you pick echo, your pov get weird because the game try to do 2 thing at once, 1 your steam spawn room force your pov to face the exit and 2 echo's personal spawn room force you to face "which ever position your mouse is at the time"
@@midu6011 If he is he's facing backwards every time he dies you actually proved his point - lol :) Great explanation. I am like 0 on the techy scale and I totally understood.
@@midu6011I’m an Echo main and I always thought it was just a weird console bug. I also didn’t realize it was limited to Echo. Thank you for enlightening me.
me a junior dev will debunk this, It is because of echo ultimate to mimic any hero in the game, you can notice when you use your ult, your pov is always the same from where ever you are before you mimic some body, and her hp and skill and ect,..ect thing are reset, that sound familiar to you? yes that is the samething that happen to you when your character die and you spawn back in the room, noctice how some of the longest cd skill on your character get reset when you spawn back (lucio apm, baptise immotality field,...). And so what the dev at blizzard do is instead of creating a whole bunch of new code line for echo ultimate, they just took what they need to simulate the action, which mean everytime echo use her ult on someone, an invisible and unaccessable spawn room appear right on top of echo and force the "switching hero action" to transform echo into the hero she mimicking. But that just how echo ultimate work, what it have to do with the weird spawning pov bug that player get so much? Well because the "floating spawn room" that got patched into echo ultimate is messing with your team spawn room. You see the spawn room that echo have didn't appear only when she use her ult, It with her the whole time, just not activated. So when the match first started and you pick echo, your pov get weird because the game try to do 2 thing at once, 1 your steam spawn room force your pov to face the exit and 2 echo's personal spawn room force you to face "which ever position your mouse is at the time"
i love seeing blizzard's ow team employees in the chat while this video was playing. It really lets you know they're paying attention to this stuff even if it's not fixed the fastest
This video is like the "Shaken not stirred" thing but for Overwatch... there's literally such a small difference that it only matters when you're making a point to have fun with pointing out the difference
Ain't going to happen~ Overwatch devs outright refused to have a spray pattern on the characters guns, and the shots can hit at any point inside the spread circle~ Spawning .3 seconds closer to center of the map is less important than having rng decide if you hit an enemy head or body~
On Lijiang Tower, the building directly in front of the spawn room has a smoke stack on top of it on one side of the map while this smoke stack doesn't exist on the other side. Doesn't sound like a big deal, but Lucio can use this smoke stack to clear the wall whereas on the other side he has to go through the building. This is a major advantage for one side.
that ilios ruins map you are correct, if I'm on widow coming from the longer spawn the enemy widow is almost always already in position and hard scoping where I want to peek.
It doesn't matter at the start of the match though, since you get a 30 seconds or so of waiting in the spawn room before the start, then everyone runs out the door at once
I wonder if theres any difference in forward spawn points, just because they're asymmetrical when active doesnt mean their difference is irrelevant when taken into account across an entire match.
I fucking knew it. Especially in Antarctic. I would spawn in the very back and be like why the fuck am I all the way back here and have to use the movement ability just to get out of the spawn room.
laughing because i think flats just likes the right side spawn point on maps that are symmetrical. which is a very common thing for people who are right handed (and the reverse for left handed people) it's just an instinct thing
i think people want their favorite lane to be on the right. like on all 3 illios maps i prefer the team that has the coast on the left bc my favorite hero likes to start on the non-coast sides on all 3 (shorter sightlines)
14:35 same for splatoon, on some maps, i have a favorite side, mostly for the lighting or decorations. Because splatoon 3 has realistic shadows, you can literally see people that are behind you with the sun, so brighter floors with the sun on your good side gives you a small advantage. On Airport i like the airplane side rather than the airport side, same on brinewater Springs. Lemuria hub is a whole other argument with it being mirrored sideways rather than front to back like all the others
By that he wasn’t referring to the left and right side of the circle but to the left and right direction of which a X axis crosses through the middle of the circle as you can see in this 🚫 example….
@@AdhvaithSane How do you determine which way is left and which way is right when arbitrarily looking at a circle from above with no actual axis existing? Hint: you can't
@@CaelenSawyersIt’s a streamer physically pointing something out on a map, not a math major defending their thesis. The left side means the left side, and the right side means the right side
@@contentconsumer3743 he didn't physically point it out lmao. I was simply joking about him trying to show a specific side while not giving an actual way to determine which side he was speaking about. Can you tell me which specific spawn he's talking about?
what people fail to realize is that in competative play every milisecond can count. if that .17 seconds difference is the difference between overtime and lossing that can be fucking massive.
Idk if he’s taking into consideration the control points area to trigger. Hes going to the very center to measure distance from spawn. But you don’t need to hit center to trigger the control. Just break the threshold. So maybe the variance in distance account for how close the spawn area is from the edge of the control area. Due to map geometry
I have been saying for years that I lose/win more games on certain side of control maps but figured that was just crazy talk. I wouldn't say it decides the match outcome, but it is one of the many factors that can contribute to win condition, especially in overtime fights. Interesting video :)
It makes sense that the maps would favor one team over another, the matchmaking system does the same thing. It's inherent of a 50% win rate matchmaking system.
Interesting about the spawn room, did you know that echo have a "personal spawn room" that always stick with her model all the time. It invisible and unaccessable to even echo herself, the room lie dormant until echo use her ultimate on some one, then it activated, it force the "switching hero action" on you and reset all of your cooldown just like how a normal spawn would do. But unlike the normal spawn room which force your cursor or pov to face the exit, echo spawn room didn't have an exit so it force you to look at the same direction before she transform.
well he was gonna end the video much earlier which is when he got into the whole mirrored maps thing and after that he probably looked at the workshop island
17:34 Wait, is this why Ill have random periods of black screen on these maps where I cant see and may or may not be able to do anything? (Or is it just a PS4 thing?)
I always knew about the Ilios one because I remember a pro player complaining because on that map in the good ole days Widow would usually be picked 100% of the time because of the extreme sightline, so the 0.17 second advantage of Team 2 was actually impactful because Team 2 Widow could start aiming and get in position ever so slightly faster.
considering the number of games that go into overtime, even a 0.17 second differance in tiem to get to the point to touch it is a big deal, this wouldnt mean much in games where you can teamwipe the enemy and hold them off the point, but when getting to over time and taging the point is a very big part of the game these small inconsistancies add up
17:25 no wonder midtown is the map where i keep glitching bc i spawn in the same spawn as someone else, its only happened to me on midtown and its funny every time
The reason you have a favorite at Lijiang isn't because of the walk but because you're right-handed. Your handedness, usually, correlates with the direction you like to aim and it also affects the pathing you prefer to take. You can notice this when players walk to an objective with an obstruction in the middle. If you want to prefire something like a helix rocket you'll always have a statically optimal direction to shoot as there's one side that is more used. Here the effect will be even more pronounced as the majority of players being right-handed will statistically favor the same side, and the minority of players that favor the other side will go on their unpreferred side to be with their team.
Multiply the time with deaths per team. Could average deaths per game (should we consider per round?) be about ten so fifty per team. 0,17s x 50 = 8,5s. In top level play it could make a difference.
I don’t remember which map it was but I spawned looking at a wall before so ya it’s cool to see how spawns work though so you get an idea why this happens
6:12 good question. I Honestly wish there was a hero with half of the basic walking speed and no movement abilitys so i can enjoy my 150m walk to the pushbot
Reminds me of how during old WoW days it always felt like Blizzard favored Alliance and their flight paths would be closer or have better access to certain things.
13:24 it's not placebo. For metal rank, sure, for master, sure. Placebo 100%. But once you squeeze into the top 500 levels of play, and even further to Pro, these differences of a tenth of a second are felt. It's kinda like how as i got really good at riding my R1, finally taking her on track days, how laps would just get tighter and tighter until even MINOR adjustments of the suspension, how much air in my tires, etc are all 'felt'. Things i would have never noticed on the streets. So yeah, you 100% felt the differences.
I wish they gave the option in the settings for us to choose what maps we enjoy playing so we don't have to be forced into six games of flashpoint before getting any other maps.
Some of this may be due to game balancing. Where to place the spawn points has more than distance to goal that the devs have to deal with. How the goal works and what each team's goals are affects what distances you choose to make the game more fair.
Half second advantage everytime you spawn and respawn on a match is huge tho, 5 players having half sexond advantage after each death can determine the course of well balanced match
Our expectations are so low. We where promised like 50 more gigs of content and yall are happy with them editing a note pad 3x an update. These are the easiest and most accessible changes that you could possibly make. Literally 4 seconds to change something.
the only symmetrical map where i've ever felt like i had a favorite side was colosseo, so this video was super vindicating when i first watched it. i think because it's the ONLY map i've felt that preference for, and it was one of the actually significant unbalanced ones, i don't feel like it's just coincidence or placebo or anything, i think it's the real underlying reason
I think the spawns on Workshop island are like that to prevent players from looking directly at the person in front of them? I can't think of a real reason why it may be a problem, but maybe it gives some characters advantages if their crosshair immediately on the enemy
This is very interesting, even though its only some 0.4 seconds or whatnot difference between team 1 and 2 spawnpoints I do wonder how that effect 'stacks up' over the course of a game if at all. Agree it would be really cool to see if there's a difference in winrate between team 1 and 2 on different maps. But I'm sure its not that big a deal, haha, its just curious
wait but why does spawn placement matter so much when there's the timer before the match starts? usually players get closer to the the doors before the round begins and the doors open
Is this a reaction video? Or just taking someone else’s work and not adding anything other than laughter to it? At least throw the guy’s details onto the video… but I don’t think this counts as fair use.
when i would get the bad side of illos I would sigh I didn't know why but now I know that it was longer walk to point and that was the reason of the sighing lol
In overwatch the distances are not really much important because depending on what hero you are you can speed up or take shortcuts so that centimeter basically only matters if you use a hero whit no mobility tool, and almost all heros in the game have mob skills
it does still impact the game though, Valorant (being a Counter Strike "inspired" game) completely changed the spawn system to have no RNG in it at all because a competitive games spawning system having RNG is generally bad. Though in CS (especially some maps like Dust 2), the spawn variance can be quite big which is how players decide their strategy (for example if everyone spawns closer to B on T side then its gonna be a B take), this actually causes more randomness in strategy which makes it harder for the enemy to predict what you're gonna do in the current round
@IsM1ku but that only applies if the game has a death win condition, in ow you can die as much as you want and still win, perhaps on overtime but again it doesn't matter if you pick speed heros
NEW JUNK CITY HAS THE WORST SPAWN POINTS BY FAR , IM SPAWNING AGAINST THE BACK WALL WALL AND IT TAKES ME 5-13 seconds to get out of spawn depending who I’m playing
Coming from COD to OW, I expected spawn points to matter more in OW. In COD its arguably the most important aspect of the game, knowing enemies spawn points and what areas on the map block thsoe spawns so you can manipulate them, and gain map control. Obviously OW is fundamentally different and theres just spawn rooms by each point, but I do feel like there could be more done to mitigate the randomness of where you spawn within that spawn room. Because just like it was brought up in the beginning of the video, timing is very important in terms of how fast you can get to a point on the map. This is why I personally have had an issue with the respawn delay in the game. With how the points are captured in some gamemodes, when the enemy is closer to capping that point you get a longer respawn delay. The reason I have issue with this is because it makes it virtually impossible to get to the point to contest in time, especially in gamemodes like control where its 1 tick per second and even when its contested the tean that originally capped it still gets the tick. This makes it so realistically if you get team wiped once in the beginning you only have 1 more team push, and if you get wiped again you basically have to scrap the point and rotate (which the rotations are random so wheres the strategy in rotating early?). In game modes like Escort/Hybrid the respawn delay makes a little more sense because you dont want people getting back to the fight too fast. But it still makes for a bad feeling when the enemy team is about to reach the end and you get hit with a longer 12 second respawn delay and dont have a chance to defend one last time. To me the defense should have the advantage in any gamemode where theres an offense and defense. Thats why for COD in the Search & Destroy gamemode the bombs are closer to the defense so they can set up and properly defend. They have the timing on the offense. Im completely yapping at this point, but just wanted to give another perspective. Cheers to anyone who read this shit lol
Also want to add, the timings of each spawn on the maps arent placebo. even if its a 3rd of a second, you are literally getting to the objective/fight later than the other team compeltely based on something you cant control. In games like OW, COD, CSGO, etc timing is extremely important. So while Flats just subconsciously felt like some sides were better than others, even by the split second, they literally are better, and I dont think it makes for a very competitive game. Spawn points should be fairacross the board in games where things come down to the split seconds.
the Source engine takes it to the next level, if you make your map off the grid then everything that can go wrong will go wrong, ESPECIALLY in Source 1 and probably GoldSrc which i havent done mapping for. Trying to resize a sphere in the stock Hammer editor for Source 1 will fuck up the vertices and it either wont spawn in the final export or itll have all kinds of holes in it, thank god for Hammer++...
I just don't care for the mercy revive that's all I gotta complain about I just want that part to mainly be damage but I know everyone has their own utility
Not 20 seconds in and I find it so funny he says "content is alot of work" as he's about to watch someone else's content just smiling and adding very little to it, so hard indeed
Imagine being the intern or low-level engineer in charge of manually placing the spawn points, and one day you realize you messed up and accidentally uploaded the version of Antarctica with 18 total spawn points. You get nervous but reason that no one in charge would ever look close enough to notice. Then some random f*cking youtuber shows up....
I think someone said the 12 spawn points are for PvE or something of that sort
certified marblr moment
@GoldenKirby I think it's much more likely that they made one set, forgot symmetry wasn't on. Got to the other side saw no spawn points, turned symmetry on and placed them. Forgetting they already did that on the other side.
Doubt that's how any of that works but OK lol
Maybe part of why Subway Spawn on New Queen Street feels longer is the fact you must walk up a staircase
Meanwhile, in the curling room: "I always liked walking south, for some reason, it feels like going downhill"
@@akimomalrov3241
A Treebeard skin for Sigma so that I can replicate this comment with his "walking" emote 😂
The only difference I have noticed is that on the spawn door aligned with the small staircase leading directly to the Pushbot's spawn you can save some time by jumping on the planter and then over the railing, so you dont have to walk around it. And while this does work from both sides i feel like Team 1's jump is significantly easier to get than Team 2's.
Yeah, I feel that difference when I play someone like doom where the height being the same matters
You also have to walk around 3 corners, while you can just walk in a straight line in the curling spawn. This is is why I always liked the curling one more because you can just Rein pin out of it the moment you spawn
Marbler wasnt actually on break. He just had to spend a few months in the loony bin after seeing the workshop island spawn points.
Saw himbina strairjacket. I guess thats was his story
For Antarctic peninsula I just realized after watching this the second time that the reason why there are 12 is because of the campaign/event missions. We spawn on that side so it makes sense that maybe those are used for that gamemode.
yeah, when Cosmic Crisis launched then the null sector bots were spawning there
Probably the same reasoning as horizon. They used it for the season 4 event thing
finally another excuse i could use for when i lose. i was kinda getting tired off blaming my teammates or matchmaking
"Fucking rotational symmetry"
@@mlgtactics9911 nuh-uh "fuck" or as overwatch calls it "the f word" gets you banned now...
@@mlgtactics9911 LOL
Dw now u can blame the new "wide group" system
@@piggletimpactI’ve been using the word for a long time but never got banned lol
No wonder I felt like I missed my rollouts as doomfist every single time on one spawn but hit it every time on the other for colosseo
yea the staircase means that dooms are automatically disadvantaged on one side of the map lmfao
BRO, for real tho. I have never noticed it until now. On one side, the punch+slam combo to jump over the front spawn wall feels clunky, i miss it sometimes.
"Well Mr. Funny man, is this how you get your sick kicks?"
"What? It's just an ordinary spawn-"
15:59
"OH MY GOODNESS! AARON!"
some of them gotta be a jeff special
i always hated walking my sorry ass from spawn on any push map it makes me wanna leave the game
Same
esp if you're like... mei lol. No mobility in sight, nothing. Just gotta walk. At least if you're like venture or soldier you can dig/run.
The ending AROUND A RANDOM POINT PLEASE FIX IT
I’m dying 😂😂😂😂😂 that is so me when I see someone else’s bullshit code with random oddities that make no sense
Me when I see code I wrote 3 months ago
@@thatgamingfreak Realest shit
@@thatgamingfreak my code is beautiful idk what you mean
Is it even bullshit code though? It seems more like human error or random human bs, maybe it was even done on purpose for some reason.
@@Khazuldar code that is not beautiful and elegant is bullshit code
Nobody talking about how walking out of that one flashpoint map (Suravasa?)'s spawn is walking simulator 2024 sometimes? Is it just me? I swear I spawn in the far back every single time.
Nah. You’re trippin’
I know what you are talking about. I just close my eyes when I walk out of that spawn.
There's an easy bug fix for this, just stop dying.
The 12 spawn point one is highly likely due to the fact that this map was used in the PVE event (eldrich nightmare one) and that specific room had bots in it. I wonder if thats reason it has 12 spawnes
Wild seeing the comparisons & how many of us that play often enough to simply "like" the shorter side but gave it no thought as to why we liked a those particular sides 💀
I feel like almost all of flats' favourites were on the right, which might also have to do with sightlines and how the vast majority of the cast have their weapons block more of the screen on your right side than your left.
@@ParkaPal That could definitely be a part of the subconscious favoritism we all have. I agree w/ him on Lijiang Control Center, though it's the longer side it "feels" better. Maybe in part to what you mentioned.
Favoured sides in symmetrical geometric layouts are usually caused by right/left handedness.
@@aeloh6921this makes sense. I usually take the left sides on maps unless I make the conscious effort to take another, more effective path
Im still waiting for marblr to explain why echo always spawns facing backwards! It happens to me every game! O holy code wizard, hear my message!
so it's not just me. I would spawn and would be like "WHERE AM I WHERE IS EVERYONE?"
devs tested the spawn with her for hours and had to show a gender neutral ass to keep the team inclusively invested
me a junior dev will debunk this, It is because of echo ultimate to mimic any hero in the game, you can notice when you use your ult, your pov is always the same from where ever you are before you mimic some body, and her hp and skill and ect,..ect thing are reset, that sound familiar to you? yes that is the samething that happen to you when your character die and you spawn back in the room, noctice how some of the longest cd skill on your character get reset when you spawn back (lucio apm, baptise immotality field,...). And so what the dev at blizzard do is instead of creating a whole bunch of new code line for echo ultimate, they just took what they need to simulate the action, which mean everytime echo use her ult on someone, an invisible and unaccessable spawn room appear right on top of echo and force the "switching hero action" to transform echo into the hero she mimicking. But that just how echo ultimate work, what it have to do with the weird spawning pov bug that player get so much? Well because the "floating spawn room" that got patched into echo ultimate is messing with your team spawn room. You see the spawn room that echo have didn't appear only when she use her ult, It with her the whole time, just not activated. So when the match first started and you pick echo, your pov get weird because the game try to do 2 thing at once, 1 your steam spawn room force your pov to face the exit and 2 echo's personal spawn room force you to face "which ever position your mouse is at the time"
@@midu6011 If he is he's facing backwards every time he dies you actually proved his point - lol :) Great explanation. I am like 0 on the techy scale and I totally understood.
@@midu6011I’m an Echo main and I always thought it was just a weird console bug. I also didn’t realize it was limited to Echo. Thank you for enlightening me.
Bad spawn gg, we lose.
Real 😢
Every time I spawn as Echo, I’m looking at a random wall, usually in a random corner. Started a season or two ago.
omg same, it’s weird
Me too!! Glad I'm not the only one
Same. I thought it was stick drift on my ps5 controller. Are you on console or PC?
me a junior dev will debunk this, It is because of echo ultimate to mimic any hero in the game, you can notice when you use your ult, your pov is always the same from where ever you are before you mimic some body, and her hp and skill and ect,..ect thing are reset, that sound familiar to you? yes that is the samething that happen to you when your character die and you spawn back in the room, noctice how some of the longest cd skill on your character get reset when you spawn back (lucio apm, baptise immotality field,...). And so what the dev at blizzard do is instead of creating a whole bunch of new code line for echo ultimate, they just took what they need to simulate the action, which mean everytime echo use her ult on someone, an invisible and unaccessable spawn room appear right on top of echo and force the "switching hero action" to transform echo into the hero she mimicking. But that just how echo ultimate work, what it have to do with the weird spawning pov bug that player get so much? Well because the "floating spawn room" that got patched into echo ultimate is messing with your team spawn room. You see the spawn room that echo have didn't appear only when she use her ult, It with her the whole time, just not activated. So when the match first started and you pick echo, your pov get weird because the game try to do 2 thing at once, 1 your steam spawn room force your pov to face the exit and 2 echo's personal spawn room force you to face "which ever position your mouse is at the time"
That's why Stylosa always says to press forward during your spawning time, because you do go forwards in those whatever-time-it-takes-for-spawning
The sex bots already here in less than a minute is crazy
“sex” 💀
i want me some sex bot waifus irl
Ha. Sex bots.
Zamn
I feel so stupid cause I just realized now that the symmetrical maps have different spawn room designs
only the ones that dont have the airship
i love seeing blizzard's ow team employees in the chat while this video was playing. It really lets you know they're paying attention to this stuff even if it's not fixed the fastest
12V6 when?
Ong
It’s a teaser for overwatch 3
This video is like the "Shaken not stirred" thing but for Overwatch... there's literally such a small difference that it only matters when you're making a point to have fun with pointing out the difference
RNG should do be kept as close to non existant as possible in a competitive video game and this is such a bizarre and stupid mistake the devs made
Ain't going to happen~ Overwatch devs outright refused to have a spray pattern on the characters guns, and the shots can hit at any point inside the spread circle~ Spawning .3 seconds closer to center of the map is less important than having rng decide if you hit an enemy head or body~
14:20
Yeah, this one is so easy to tell lol
You either arrive earlier than the other team or you see the other is already there
the comment section continues to hurt my head..
On Lijiang Tower, the building directly in front of the spawn room has a smoke stack on top of it on one side of the map while this smoke stack doesn't exist on the other side. Doesn't sound like a big deal, but Lucio can use this smoke stack to clear the wall whereas on the other side he has to go through the building. This is a major advantage for one side.
that ilios ruins map you are correct, if I'm on widow coming from the longer spawn the enemy widow is almost always already in position and hard scoping where I want to peek.
It doesn't matter at the start of the match though, since you get a 30 seconds or so of waiting in the spawn room before the start, then everyone runs out the door at once
I wonder if theres any difference in forward spawn points, just because they're asymmetrical when active doesnt mean their difference is irrelevant when taken into account across an entire match.
I fucking knew it.
Especially in Antarctic. I would spawn in the very back and be like why the fuck am I all the way back here and have to use the movement ability just to get out of the spawn room.
laughing because i think flats just likes the right side spawn point on maps that are symmetrical. which is a very common thing for people who are right handed (and the reverse for left handed people) it's just an instinct thing
i think people want their favorite lane to be on the right. like on all 3 illios maps i prefer the team that has the coast on the left bc my favorite hero likes to start on the non-coast sides on all 3 (shorter sightlines)
14:35 same for splatoon, on some maps, i have a favorite side, mostly for the lighting or decorations. Because splatoon 3 has realistic shadows, you can literally see people that are behind you with the sun, so brighter floors with the sun on your good side gives you a small advantage. On Airport i like the airplane side rather than the airport side, same on brinewater Springs. Lemuria hub is a whole other argument with it being mirrored sideways rather than front to back like all the others
13:40 Flats really said "left and right" of a circle from above lmao
By that he wasn’t referring to the left and right side of the circle but to the left and right direction of which a X axis crosses through the middle of the circle as you can see in this 🚫 example….
@@AdhvaithSane How do you determine which way is left and which way is right when arbitrarily looking at a circle from above with no actual axis existing?
Hint: you can't
@@CaelenSawyersIt’s a streamer physically pointing something out on a map, not a math major defending their thesis. The left side means the left side, and the right side means the right side
@@contentconsumer3743 he didn't physically point it out lmao. I was simply joking about him trying to show a specific side while not giving an actual way to determine which side he was speaking about. Can you tell me which specific spawn he's talking about?
He didn’t say which spawn was left or right so if you think of the other direction that he wasn’t then you would have a different answer
what people fail to realize is that in competative play every milisecond can count. if that .17 seconds difference is the difference between overtime and lossing that can be fucking massive.
Your favorite maps are your favorite because they are mostly right peeks. Right handed people prefer right peeks subconsciously.
"we only fixed it after someone noticed it and told everyone about it" - Blizzard.
0:21 bless you
Idk if he’s taking into consideration the control points area to trigger. Hes going to the very center to measure distance from spawn. But you don’t need to hit center to trigger the control. Just break the threshold. So maybe the variance in distance account for how close the spawn area is from the edge of the control area. Due to map geometry
"spawn diff"
Yeah now I can blame which team I’m on bc of a bad spawn
I have been saying for years that I lose/win more games on certain side of control maps but figured that was just crazy talk. I wouldn't say it decides the match outcome, but it is one of the many factors that can contribute to win condition, especially in overtime fights. Interesting video :)
I already watched the Marblr video BUT IMMA WATCH IT AGAIN WITH FLATS
It makes sense that the maps would favor one team over another, the matchmaking system does the same thing. It's inherent of a 50% win rate matchmaking system.
a forced 50% winrate is actual dogshit
@@theirresponsibleghost7748 Welcome to OW2's design.
Interesting about the spawn room, did you know that echo have a "personal spawn room" that always stick with her model all the time. It invisible and unaccessable to even echo herself, the room lie dormant until echo use her ultimate on some one, then it activated, it force the "switching hero action" on you and reset all of your cooldown just like how a normal spawn would do. But unlike the normal spawn room which force your cursor or pov to face the exit, echo spawn room didn't have an exit so it force you to look at the same direction before she transform.
I am 100% confident the entire video was made just to complain about that one arbitrarily placed point in the death match testing map
well he was gonna end the video much earlier which is when he got into the whole mirrored maps thing and after that he probably looked at the workshop island
17:34 Wait, is this why Ill have random periods of black screen on these maps where I cant see and may or may not be able to do anything? (Or is it just a PS4 thing?)
id say its probably just the PS4 being outdated
I always knew about the Ilios one because I remember a pro player complaining because on that map in the good ole days Widow would usually be picked 100% of the time because of the extreme sightline, so the 0.17 second advantage of Team 2 was actually impactful because Team 2 Widow could start aiming and get in position ever so slightly faster.
considering the number of games that go into overtime, even a 0.17 second differance in tiem to get to the point to touch it is a big deal, this wouldnt mean much in games where you can teamwipe the enemy and hold them off the point, but when getting to over time and taging the point is a very big part of the game these small inconsistancies add up
Even though the difference is negligible and barely affects it. You play enough overwatch, you start picking up on the difference.
17:25 no wonder midtown is the map where i keep glitching bc i spawn in the same spawn as someone else, its only happened to me on midtown and its funny every time
The reason you have a favorite at Lijiang isn't because of the walk but because you're right-handed.
Your handedness, usually, correlates with the direction you like to aim and it also affects the pathing you prefer to take.
You can notice this when players walk to an objective with an obstruction in the middle. If you want to prefire something like a helix rocket you'll always have a statically optimal direction to shoot as there's one side that is more used. Here the effect will be even more pronounced as the majority of players being right-handed will statistically favor the same side, and the minority of players that favor the other side will go on their unpreferred side to be with their team.
God the amount of times in a match where I touch with literally a tenth of a second left.
If players do find this to be an issue, they could make it so that the “good” spawn points become prioritized over the others when respawning
Multiply the time with deaths per team. Could average deaths per game (should we consider per round?) be about ten so fifty per team. 0,17s x 50 = 8,5s. In top level play it could make a difference.
I don’t remember which map it was but I spawned looking at a wall before so ya it’s cool to see how spawns work though so you get an idea why this happens
What character were you playing? Do you remember?
@@runaway74 probably junkrat because I main him
6:12 good question. I Honestly wish there was a hero with half of the basic walking speed and no movement abilitys so i can enjoy my 150m walk to the pushbot
13:45 when coming out of res side people so go far left at the start. On blue side no one goes right until they are at the point
I'd hope blizzard would listen to this and fix it. But thats wishful thinking on my end 😅
*For every pushup this like gets I will do one comment..* 😍
I don't know what's about to happen but I'm intrigued
Eleventeen pushups
42
@@TheGozerayereport it, its a bot
Cringe bot moment
As someone who played the hell out of Marble Blast Ultra on the 360 with friends, I gotta check out that game!
See he’s measuring the spawn points. Not the spawn doors. So first fight shouldn’t matter, but after dying it plays in
we are now all cursed with knowledge 💀
Reminds me of how during old WoW days it always felt like Blizzard favored Alliance and their flight paths would be closer or have better access to certain things.
13:24 it's not placebo.
For metal rank, sure, for master, sure. Placebo 100%.
But once you squeeze into the top 500 levels of play, and even further to Pro, these differences of a tenth of a second are felt.
It's kinda like how as i got really good at riding my R1, finally taking her on track days, how laps would just get tighter and tighter until even MINOR adjustments of the suspension, how much air in my tires, etc are all 'felt'. Things i would have never noticed on the streets.
So yeah, you 100% felt the differences.
I wish they gave the option in the settings for us to choose what maps we enjoy playing so we don't have to be forced into six games of flashpoint before getting any other maps.
It’s no wonder our devs can’t balance the hero’s, they can’t even rotate spawn points around the origin of the map!
Some of this may be due to game balancing. Where to place the spawn points has more than distance to goal that the devs have to deal with. How the goal works and what each team's goals are affects what distances you choose to make the game more fair.
interesting because its the chaos effect with these 0.3 secs differences etc.
The infinite overwatch theorem will still find a way to say genji needs to be nerfed
Why did i only learn now that genji walks faster? so I WASNT delulu when I thought that I was faster as genji
yeah genji and tracer, the two flankers, have always had that speed boost. its said nowhere even though it probably should be on a passive
wait is this where he got the 7v7 idea 4:40
I've been waiting for flats response
Half second advantage everytime you spawn and respawn on a match is huge tho, 5 players having half sexond advantage after each death can determine the course of well balanced match
Our expectations are so low. We where promised like 50 more gigs of content and yall are happy with them editing a note pad 3x an update. These are the easiest and most accessible changes that you could possibly make. Literally 4 seconds to change something.
Now i know why sometimes enemy team gets to combat areas before our team without a speed boost.
the only symmetrical map where i've ever felt like i had a favorite side was colosseo, so this video was super vindicating when i first watched it. i think because it's the ONLY map i've felt that preference for, and it was one of the actually significant unbalanced ones, i don't feel like it's just coincidence or placebo or anything, i think it's the real underlying reason
I think the spawns on Workshop island are like that to prevent players from looking directly at the person in front of them?
I can't think of a real reason why it may be a problem, but maybe it gives some characters advantages if their crosshair immediately on the enemy
I barely played OW, but Ilios Ruins always felt off on how fast one team got to the point. That is crazy
This is very interesting, even though its only some 0.4 seconds or whatnot difference between team 1 and 2 spawnpoints I do wonder how that effect 'stacks up' over the course of a game if at all. Agree it would be really cool to see if there's a difference in winrate between team 1 and 2 on different maps. But I'm sure its not that big a deal, haha, its just curious
14:29 as a ball player, you really do feel the differences on colosseo.
does anybody know if they fixed this yet?
I didn’t realize until the point that i always subconsciously felt like i was on defense vs offense depending on the side i was on,, , ,
wait but why does spawn placement matter so much when there's the timer before the match starts? usually players get closer to the the doors before the round begins and the doors open
its about respawning over the course of a match. like when u swap to ball to touch in OT but miss it by a fraction of a second
Loading in isn’t the only time you spawn….
Is this a reaction video? Or just taking someone else’s work and not adding anything other than laughter to it?
At least throw the guy’s details onto the video… but I don’t think this counts as fair use.
I spawn facing backwards as echo sometimes. It's not game changing but funny that it happens.
Man I love Videos like this
That's why I'm stuck in bronze
when i would get the bad side of illos I would sigh I didn't know why but now I know that it was longer walk to point and that was the reason of the sighing lol
In overwatch the distances are not really much important because depending on what hero you are you can speed up or take shortcuts so that centimeter basically only matters if you use a hero whit no mobility tool, and almost all heros in the game have mob skills
it does still impact the game though, Valorant (being a Counter Strike "inspired" game) completely changed the spawn system to have no RNG in it at all because a competitive games spawning system having RNG is generally bad. Though in CS (especially some maps like Dust 2), the spawn variance can be quite big which is how players decide their strategy (for example if everyone spawns closer to B on T side then its gonna be a B take), this actually causes more randomness in strategy which makes it harder for the enemy to predict what you're gonna do in the current round
@IsM1ku but that only applies if the game has a death win condition, in ow you can die as much as you want and still win, perhaps on overtime but again it doesn't matter if you pick speed heros
Gotta love the fact that OW2 is such a non game that they didn’t even remove the sixth spawn point
NEW JUNK CITY HAS THE WORST SPAWN POINTS BY FAR , IM SPAWNING AGAINST THE BACK WALL WALL AND IT TAKES ME 5-13 seconds to get out of spawn depending who I’m playing
Its very telling that I and most eveyone I know hate colosseo and antarctica more than any other map. And we all subconciously hated the worse spawn.
As a developer I can 100% relate with the arbitrary numbers 😂
I’ll never spawn the same again
I think that was the most interesting ow video I have watched in a long time
finally, another thing people can spam in chat "spawn diff" (please dont actually)
"sorry guys, I got bad spawn rng" yeah this one aint holding up with the boys.
Coming from COD to OW, I expected spawn points to matter more in OW. In COD its arguably the most important aspect of the game, knowing enemies spawn points and what areas on the map block thsoe spawns so you can manipulate them, and gain map control. Obviously OW is fundamentally different and theres just spawn rooms by each point, but I do feel like there could be more done to mitigate the randomness of where you spawn within that spawn room. Because just like it was brought up in the beginning of the video, timing is very important in terms of how fast you can get to a point on the map. This is why I personally have had an issue with the respawn delay in the game. With how the points are captured in some gamemodes, when the enemy is closer to capping that point you get a longer respawn delay. The reason I have issue with this is because it makes it virtually impossible to get to the point to contest in time, especially in gamemodes like control where its 1 tick per second and even when its contested the tean that originally capped it still gets the tick. This makes it so realistically if you get team wiped once in the beginning you only have 1 more team push, and if you get wiped again you basically have to scrap the point and rotate (which the rotations are random so wheres the strategy in rotating early?). In game modes like Escort/Hybrid the respawn delay makes a little more sense because you dont want people getting back to the fight too fast. But it still makes for a bad feeling when the enemy team is about to reach the end and you get hit with a longer 12 second respawn delay and dont have a chance to defend one last time. To me the defense should have the advantage in any gamemode where theres an offense and defense. Thats why for COD in the Search & Destroy gamemode the bombs are closer to the defense so they can set up and properly defend. They have the timing on the offense. Im completely yapping at this point, but just wanted to give another perspective. Cheers to anyone who read this shit lol
Also want to add, the timings of each spawn on the maps arent placebo. even if its a 3rd of a second, you are literally getting to the objective/fight later than the other team compeltely based on something you cant control. In games like OW, COD, CSGO, etc timing is extremely important. So while Flats just subconsciously felt like some sides were better than others, even by the split second, they literally are better, and I dont think it makes for a very competitive game. Spawn points should be fairacross the board in games where things come down to the split seconds.
Imagine one team having a second longer death cooldown.
everything being only as few centimeters off really pisses me off and the way i make everything on grid or even/aligned in game making
the Source engine takes it to the next level, if you make your map off the grid then everything that can go wrong will go wrong, ESPECIALLY in Source 1 and probably GoldSrc which i havent done mapping for. Trying to resize a sphere in the stock Hammer editor for Source 1 will fuck up the vertices and it either wont spawn in the final export or itll have all kinds of holes in it, thank god for Hammer++...
Woah woah woah wait a minute. Marblr is a dev on marble it up?????? The succesor to marble blast ultra??? Wtf this is news to me
I just don't care for the mercy revive that's all I gotta complain about I just want that part to mainly be damage but I know everyone has their own utility
Not 20 seconds in and I find it so funny he says "content is alot of work" as he's about to watch someone else's content just smiling and adding very little to it, so hard indeed