I am back in town and trying to get to the bottom of the spawning issues.
Let me explain how spawning generally works. The spawn system is trying to pick the best spawn from all the available spots. Each spawn has a "score" or "rating" that is constantly being modified based on what is going on around that spawn. Many things can impact the rating of a spawn.
For example, a teammate who recently died would temporarily lower the value of a spawn. Spawns in the path of a Napalm strike should have their values lowered significantly. Etc., all. The complete list of things that modify the value of a spawn is large.
No spawn can ever by 100% eliminated as a choice, because we have to spawn you even if it is less than ideal. It's unfortunate when you spawn directly in front of someone like this video shows (YouTube - Epic spawn fail - Call of Duty Black Ops :]
). That shouldn't happen.
During development, we had the spawns running with a low error rate. 98 to 99% of the time for most maps (small maps like Nuketown are an exception) when you spawned you were not killed or injured or able to injure someone within 3 seconds of spawning. The game was instrumented and we were logging this. Our spawn debug tools are the best they have ever been, so I'm disappointed and want to see if we can sort this out.
Please don't bother linking in Nuketown videos. That map is too small to use as the basis for evaluating what is wrong. Use Summit, Launch or Radiation.
The videos are helpful but they just show one bad spawn. They don't help us understand why that spawn point was chosen by the game over another. In order to get to the bottom of that, I need to see "the big picture" of what is going on in the entirety of the map. Please make your video as detailed as possible. Freeze time. Show us the entire map. Were killstreaks in the sky? Where are they aiming. Show me all the players from both teams and any skull (recently deceased friendly) icons.
Hopefully, that makes sense.
For our part, we have re-enabled the spawn logging (this is only something we can do in development, not on the live servers, unfortunately) and are now building up a match library so we can evaluate further.
Please remember what I said before. If we can find and reproduce the steps that causes the error we can fix it.
David 'Vahn' Vonderhaar