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Yes, unfortunately the game engine can't deal with it properly.
I just had some time and replaced the random starting points of your own stalkers with fixed starting points.
Now you have to choose where you want to start from.
It wasn't an easy decision for me because it belonged to my basic idea for the map.
But it should work better now.
Sorry for the late reply.
I'm glad that you like the map and how in your description the map should also feel...
Thank you for playing.
Thank's for playing & leaving a comment.
@Ash
You mean the vertical pillars, right?
I'm aware of that, but never found it too disturbing. But I'll fix it. Thanks for the tip.
EDIT: fixed
Thank's for your words
I'm glad YOU see it that way...
I'm glad you like the concept of the map.
In the beginning, only 2 operators were planned, but i found that to be unfair in the long run
and with 4 i missed (as you said so aptly) the paranoia.
Great video as always, thank you very much for that .
Thanks
@The Sidemaster
Thank you for playing
"Please make more maps like this..."
Let's see, it really took a long time and I had to make a lot of compromises.
But I'm not completely averse to it...
The map had more details in its original version, enemies with more different spawn points and waypoints. But unfortunately the engine or the editor couldn't handle it all well
(don't know exactly what the bottleneck was here).
Unfortunately, the limits of the editor (5400 objects) and too many different spawns are quickly reached with large, randomly based maps.
Anyway, i rationalized away a lot of details, enemies alternative spawnpoints etc. to make the concept playable and i'm still happy with the compromise.
Maybe i'll make someday a second version of the map with more traditional starting conditions...
Thank you for trying the map and your criticism.
Appreciate it very much.
I wish there was a less randomized version with more enemies and more troops to deploy
I had real pictures in my head while reading your lines, that sounds like a lot of fun.
I'm really happy that you are motivated to try it several times.
Thanks for playing and writing your experiences, appreciate it.
Second run were the woodland retro deltas, all smooth and fast angle coverage. They crossed the entire map on their journey. Sadly, first guy died half way to the box, but the other two made it. One of them then dropped when they finally claimed the box and the last guy bolted towards the exit vent, kicked the door in and killed 2 final backstabbing stalker campers before he made it.
Will try again with more teams :)
Thank you, seems like you are approaching the map with the right attitude.
The way is the goal and not necessarily the perfect run.
And your badass didn't have to share the reward at the end^^