Yeah I might be off base with that fast-paced comment. The original version of the map had some pretty hot spawns, but with the new pathways I've added its quite different...So my perception of how fast it is playing is definitely tainted by those games I played on version 1. Early on you could trap people out by the Damage Boost platform with no hope to fight back, now the trap is sort of alternating between the back hallway spawns. I'm trying to work on making this as close to a 50/50 as I can so if you try to pull this trap off, there might be some variance in it. As it is, I think the spots you get trapped in are some of the better spots to spawn on the map since that back hallway has access to a cross section of the whole layout, essentially. I've been making changes from the perspective of what it's like to be the respawning player on the map, which is kind of where all the lessons I'm learning lie...I feel like the current setup may be the best compromise but I'll keep an eye on it.
You are doing a good job with it. That was the one I kept trying to force and it was a fairly thin line I had to ride to produce it.
I'm glad to hear its challenging to pull of at least....Thanks for your input man. Like I said, this has been quite the learning experience. A few months ago I cracked the egg on managing lighting and performance in Forge, and that was a huge step for me. I feel like I'm having a similar epiphany with spawning now. It feels good actually learn and get better. Sometimes it's hard to get perspective on that from project to project
I need to set aside some time to play on this. Atmopshere seems super cool and the layout certainly looks interesting to keep people engaged. Very nice!
Pat Sounds updated Throne of Blood with a new update entry: DEATH RAY!!!!! Read the rest of this update entry...