I have been trying to make a Safe Havens setup on my new map by using Landmines for the Safe Havens to add a bit more to the gameplay. Using these now means that Humans have to watch there step in the Safe Haven and also any suicidal Zombies can destroy the Safe Haven leaving the Humans open to attack. It was all going so well until all the Landmines were destroyed at the same time which lead to the announcer guy constantly saying Hill moved over and over for the rest of the game. I put in a normal Hill Marker for a Safe Haven so that if all landmines were destroyed there would always be a Safe Haven waiting for the next movement, this didn't fix it. Does anybody know why this is and is there a way to fix it?
Set the runtime min to greater than zero. It will cause one of the trip mines to spawn if the number on the map ever drops below that number so you won't be able to destroy every mine.
Landmines as Havens I tried this and it seemed to work but now if your a human and you accidentally tread on the last mine remaining you sometimes get it respawn right under you again and kill you. Thanks for your help but I think I'll leave this optimistic idea alone and just use Hill Markers from now to avoid issues.
Sometimes stepping on trip mines has consequences. Hill markers are boring. Then it will be like any normal infection map.
Yeah I had this problem . It can be solved by having an alternative safe haven. So have the ones you set up and one or two hills. These can be totally off the map or in areas you need. Sounds an interesting idea
I may come back to this idea when I build an infection only based map. I can imagine it being pretty fun and you know theres always going to be one Human who deliberately destroys the mine when a zombie is right next to his team mate. Thanks for your help.