RjY
anARCHy
Posts: 350
Registered: 05-02 |
The problem with all this is that players progress round maps at different rates. It's always better to trigger off your trap or whatever when the player reaches a certain point.
One particularly egregious example is CC2 map15. This has a bunch of numbered switches you can press in any order. and three huge monster teleporters. Instead of triggering the traps when the player has pressed some number of the switches, they are triggered when the game clock reaches 10, 20 and 30 minutes.
So, at one end of the extreme, you have the cc2lmps pack maxdemo, which is not a real maxdemo because Anima Zero said in cc2lmps.zip/cc2lmps.txt
I didn't feel like going slow just so the last 2 waves could teleport in, so I just shot for 75% kills (That should be the max assuming only 1st wave teleports in).
and on the other end, you have poorly-skilled players getting overwhelmed by wave three when I-- er, I mean, they-- still haven't really finished running away from the first two...
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