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Anyways if you like challenges this could be one for you.
How are the enemy amounts by the way? When I went in last night I noticed that the total enemies is quite low when playing alone. It should scale when morep layers are in, but I haven't heard anyone complain about the amount of enemies or DU or mana. Please if you could, help me test this :)
Hey man thank you so much for your feedback. I will iterate on this as soon as I possibly can. Thanks again man you have been very helpful!
For whatever reason you have some strange bugs in the level. Slowdown is a major problem, but should be expected because this level is very heavily decorated and well lit. Perhaps it could be remedied with a better placement of enemies. This could also help one of the other bugs, which was that your monsters got stuck on every wave. A weird bug happened making mana float or appear randomly on the map. This may or may not be related to treasure chests that opened and didn't drop anything.
On a design note I get lost in the large interior temple. For whatever reason the exist is not clear and I ended up going the wrong way, way too many times. Perhaps you could decrease the amount of vine meshes and light the exits differently to make them stand out that much more.
Goodo Rucku Jurian san ;)
Howeba u goin' down! To China Town! Maybe.
How I created my map in pvp was to "Save As" an existing pvp level file.
I used the Ship Wreck Ruins PVP map as a base. Saved As with a new project name and gutted all of the content in the map out through the browser that has the binoculars on it. That way I could pick and choose things I knew would be useful to any map and just alter them to fit whatever I built that was new in it.
Oh bullocks! I thought that they had left that rule out this time. Thanks for the heads up!
Just so you know you can only submit one map, variations of a map count against this rule.
I will be implementing the map shortly!
Check out my last map, Forgotten Graveyard. It was entirely inspired by Medievil!
Thanks mate. It was a known issue. I will fix that immediately.
Maybe if the monsters were very few and very strong so fighting them would be like having a whole other player in the match. Perhaps you could also increase the frequency of monsters if there are less players on the map and decrease them the more players are on the map to try and make games seem full.
Clever boy ;)
Thank you for the feedback. Here's an idea, what if it was PVP, with mobs?
What is the right amount of waves per match for you?
Please post a comment!