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The editor simply lacks to communicate these options to the users.
I hadn´t needed it untill now, but in my latest map this will come in very handy :-) .
And talking about the map extents, testing a map I´ve noticed that after dying and continuing using a horizontal checkpoint, after reloading ,it doesn´t reset map extents as it should, the map becomes "longer" than it was before, making the 'new' part empty (as if it applied the length of the map from the checkpoint onwards and not from the beginning of the map onwards) .
Cheers!
Had a problem with the horizontal checkpoint as well, while the vision on the very rightmost part of the map shouldnt extend over the map boundries (but would after restarting on the checkpoint)
The checkpoints will simply slice either the part below or to the left and not even load them anymore, this cuts loading time in half in my map if they die halfway through.
(The vertical/horizontal checkpoints basicly set a new level border and spawn after death)
For the moment I think I´ll go Soup Calhoun´s way and not use them for the moment...I think I´ll just throw in a couple of cages more in the map to make it easier.
Cheers!
The main reasons I do not use the "super checkpoints" is that it encourages designers to make unnecessarily huge levels and it cheapens the challenge of levels. It also could make levels more difficult, if there are no cages placed after it. I would prefer that all players complete a level from start to finish, it's more fair. So if I feel a level is too long, I just split it into two parts.
Some custom maps use super checkpoints without even testing how they work, which makes sense because you cannot test it in editor mode, so spawning from the checkpoint may result in an impossible level.
Another thing that people use incorrectly is EmptyCages. Try not to use them aesthetically too much, because if you play multiplayer, bros will be in those cages if at least one player is dead. Consider how the Miniboss(3) fight works in the main campaign in multiplayer. If a player dies and there is an empty cage onscreen, go away from it and come back and then a bro will appear inside that cage. So it is kind of important to not break empty cages in multiplayer. It is good to place empty cages to balance out the difficulty of multiplayer mode and single player mode, as well as decreasing the down time for each player in multiplayer.