One note to add here, is the concept of risk/reward. In later FPS games (I.E. after quake 1) when the basic mechancis were better known, you'll note a trend that places the best and most powerful items in a position of great risk. DM17 from Quake 3 demonstrates this extremely well. You have on the map, a +100 health sphere, a suit of red armor, a suit of yellow armor and some shards, a railgun, two rocket launchers, two shotguns, a quad damage and some +25 health spheres.BonsaiK said:"Camping" is a widely misunderstood term, that's often misused, because not many people understand its origins, or what the word really means.
The term "camping" originates from the days of Doom, Quake and Unreal, where bonuses like quad damage or good weapons would respawn in a set location after a certain time period. A "camper" was someone who would sit in one location waiting for the respawn of the most powerful or useful item so they could them dominate the field, then return to that space and wait for however long that item took to respawn after the pickup (usually a few minutes or so), and pick up the respawn again and again...
"Camping" doesn't really apply to a more modern FPS where there are no respawnable items, such as, for instance Counter-Strike or Call Of Duty. Hiding somewhere and waiting for an enemy to walk by, then shooting him in the back after he fails to check your hidey hole, is that camping? NO. That is an AMBUSH, a perfectly normal and acceptable tactic in FPS play. Hiding by a capture point like a flag and killing people who try to approach in a capture the flag game or in a game like Battlefield, is that camping? NO. That is DEFENDING THE FLAG. Also very, very different from camping, and a completely acceptable and in fact necessary strategy for winning the game, which is encouraged by the game mechanics and rightly so. A battlefield needs attackers and defenders, just like a soccer pitch does. Accusing a flag defender of camping the flag is like accusing a goalie in a soccer game of "camping the goal". What about sitting somewhere high and hiding, waiting to shoot players at long range? Is that camping? NO. That would be SNIPING. Most modern FPS games encourage the use of this practice and even give you sniper weapons to make it easier.
In short, camping is only camping in the true sense of the word if it's giving a player a massive unfair advantage like the collection of a powerful item (in Battlefield 2, people tend to camp the runways for instance, because planes are ludicrously overpowered in that game so people grab planes every time they respawn). Anything else is not really camping, it's just defensive or stealthy FPS tactics, perfectly acceptable, very commmon and in fact a very smart way to play a lot of modern FPS games.
/discussion
Both the rocket launcher and shotgun are readily accessable from any of the spawn points and the weapons respawn quickly, ensuring that in smaller games you are always well armed quickly. Because of the wide expanse the game offers, the railgun is often fantastically useful but it can only be retrieved by use of a jump pad. If a player is shot in the back or finds a rocket at the landing they generally are knocked off the map to their death. Returning to the field is just as dangerous. The mega health has the same problem - It's located in the center of the map where you can be fired upon from any direction from nearly any part of the map. It also requires the use of a jump pad, meaning that you'll be stuck in the air unable to significantly maneuver while you attempt to retrieve the health - if poorly timed it's common to lose more health than you gain, even against a single player and the threat only rises as more guns take to the field. The quad damage is the worst of them all as it requires the use of a double jump pad maneuver, leaving the player exposed for a long period of time, and a slight amount of damage can cause the player to miss the second jump pad entirely. The upgrade itself is placed at an angle that makes it difficult to effectively employ any weapon against the oppositon until you retake the field.
DM17 is probably the greatest example of the risk/reward idea I've seen in a game. Camping is discouraged naturally by ensuring the greatest items are associated with the largest vulnerability, and attempting to exploit powerful weapons and items often lead to disaster.