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Ending problems...
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue Dec 07, 2004 9:26 pm    Post subject: Reply with quote

Yep, it wouldn't be practical to have the MKR active when monster respawning was going on, but still exceptable for LevelStart spawning. The battle would take a LONG time or never stop if the total spawn limit was made very high. In DZMapM it is not possible to enable MKR and the respawn timer at the same time within it for these reasons. However it could be a bit more feasible if the total spawn limit was made reasonably low so that players have a chance to end the level. Since Hyper currently uses a different spawner mutator he might be able to do an exceptable combination like that because DZMapM doesn't detect other running Monster Spawners, but I think he's going a good route right now.

A different end control method could be developed that is a variation of MKR. The idea is instead of killing a majority of the level monsters (80%) you just kill a set amount for that level. With that method you could have a monster respawner active and all players would have to do is meet a total kill amount. I might consider such an addition in a future update even if it adds more DM-Style to coop then what a monster respawner already does.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Dec 07, 2004 10:49 pm    Post subject: Reply with quote

Zombie wrote:
Yep, it wouldn't be practical to have the MKR active when monster respawning was going on, but still exceptable for LevelStart spawning. The battle would take a LONG time or never stop if the total spawn limit was made very high. In DZMapM it is not possible to enable MKR and the respawn timer at the same time within it for these reasons. However it could be a bit more feasible if the total spawn limit was made reasonably low so that players have a chance to end the level. Since Hyper currently uses a different spawner mutator he might be able to do an exceptable combination like that because DZMapM doesn't detect other running Monster Spawners, but I think he's going a good route right now.

A different end control method could be developed that is a variation of MKR. The idea is instead of killing a majority of the level monsters (80%) you just kill a set amount for that level. With that method you could have a monster respawner active and all players would have to do is meet a total kill amount. I might consider such an addition in a future update even if it adds more DM-Style to coop then what a monster respawner already does.


-Zombie


Generally, a monster kill requirement of 50% or 60% with monster spawner on could be an interesting experimant. But it will be a problem for maps that come standard with no or only a few monsters, because the amount of spawned monsters will the be higher than the amount of initially available ones.
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(([DR))moo }|/*\|{



Joined: 16 Apr 2005
Posts: 13
Location: na-pali cow farm (MAJOR)

PostPosted: Sun Apr 24, 2005 3:47 pm    Post subject: Reply with quote

Hyper wrote:
I'm making a list with different minimum play times per level. Any comments on this list?

Quote:

vortex2 240
nyleve 360
dig 420
dug 300
passage 120
chizra 480
ceremony 360
dark 300
harobed 360
terralift 120
terraniux 360
noork 240
ruins 480
trench 120
isvkran4 240
isvkran32 420
isvdeck1 180
spirevillage 600
thesunspire 900
skycaves 420
Skytown 600
skybase 360
veloraend 240
bluff 720
dasapass 120
dasacellars 420
naliboat 240
nalic 900
nalilord 120
dcrater 300
extremebeg 60
extremelab 540
extremecore 420
extremegen 300
extremedgen 90
extremedark 360
extremeend 120
queenend 480


Times are in secs:
Quick translation:
Quote:

1 min = 60s
2 min = 120s
3 min = 180s
4 min = 240s
5 min = 300s
6 min = 360s
7 min = 420s
8 min = 480s
10 min = 600s
12 min = 720s
15 min = 900s


Let me know if the times should be longer or maybe shorter. I think they are a bit short sometimes, but on the other hand if can be annoying if everyone wants to end while this is not possible.



.most of the open maps are my fav ones but they sometimes have small timers T_T

..i cant beleve i just wasted so much space *_*
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(([DR))moo }|/*\|{



Joined: 16 Apr 2005
Posts: 13
Location: na-pali cow farm (MAJOR)

PostPosted: Sun Apr 24, 2005 3:56 pm    Post subject: Reply with quote

there is a little problem about players blocking exits that use doors . egs
nyleve to digor dug whatever
these items can block doors
DMD
clone (aura)
nali fruit
and in rare cases
a item dropped by enemy
also works on lifts..superhealth is the main offender seen as though most players have over 200hp
and nali players being able to summon health say that they can realy summon and they plague maps with health pickups.
^_^ i sometimes lock a house on spire village for me to stay safe in quite a nice idea if you think about it....
the timer punches that problem real hard but players being trapped at end LOL very ennoying
superhealth dropped by suiciders and dragonflys.

id like to anounce PIE www.weebl-stuff.com
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