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Like 10-20 per tier. But then I learnt to make custom animations and started over from scratch. As well as using zones, and animations together to trigger more complex stuff at the start of each level. Like, which part of the level is open, which side objectives are active. And most importantly which custom teleport fx appear when enemies spawn in. The level in its self is rather simple to keep performance happy as well as has some occlusion happening depending on where you are etc.
But yeah because there are so many fire traps and its like islands with lava and fire traps in the lava I resorted to making enemies that are not stationary archers, spawn in when the player is on that island. This was the best way to balance the ai and the fire traps. Whilst not making it so the player can just shoot at enemies from afar to kill them whilst they waited.
Well, I personally want lots of variants for the difficulties because I spam a lot of endless mode. Spidertron ended up getting nerfed pretty hard after the zombie update so.. I dunno if they fixed him yet.
I made a bug report a while back but it did not get answered.
https://steamhost.cn/steamcommunity_com/app/597170/discussions/2/4038102936181792501/
Yeah thats why I avoided using him since that update cuz its just a waste of points imo. One thing I like tho is stationary mkII shields in a sort of phalanx surrounding the edge of a small island in the corner of the map. Its so hard to break into if you dont have a bow.
https://steamuserimages-a.akamaihd.net/ugc/2137580477407473005/136A40BECD0CA0CE7C454D7EDFC8F70BEE446872/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/2137580477407517275/BF53F37B43FCFC4950EF3CE5FD84BF45C4DC3967/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false