| 10-05-2009, 04:18 PM | #1 |
A short poll in relation to this map. Just how should I handle enemy spawn camps in a 4-player co-op dungeon?
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| 10-05-2009, 05:48 PM | #2 |
All of the above. A healthy mix of how enemies spawn will make the map feel more dynamic and will get the players involved at different levels in different parts of the game, making it more replayable. |
| 10-06-2009, 10:53 AM | #3 | |
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Agreed, infact Warchasers which is a pretty basic dungeon uses al least 3 of the above methods. Im pretty sure all of us can do better than that. |
| 10-07-2009, 01:27 AM | #4 |
Ok, so such units as pirates should be pre-placed? Undead-type things I could give a one-time spawn trigger, then keep them in the room they spawned with a periodic trigger (and I'll be cheap by giving certain level undeadish things a modified Reincarnate). I guess I could make use of a cut-scene to force all party members into rooms containing a mini-boss/boss (to shut the door behind them ). I'll save flying creatures for floors with outdoor rooms (F2 and F3 for me).Right, I've got torturous plans in me head for the adventurer(s) that will be traveling through my dungeon. Thanks a bunch guys! |
| 10-07-2009, 10:03 AM | #5 |
I would combine all three and use them whenever it's useful OR having some preplaced units in an area, when a player unit enters, spawn some additional creeps (reinforcements) and turn on a creep-generator would be really cool e.g. in an evil castle or town |
| 10-07-2009, 12:51 PM | #6 |
Well just sue the system you feel most logical in the situation. Prespawned units will be good for a town or base. Spawning units will be good for a graveyard with skelez burtsting out everywhere. |
| 10-09-2009, 08:58 PM | #7 |
Go with a Left4Dead spawn system. In the background track how far along the players are and how well they are doing, HP, Kills, Level etc, then spawn the enemies ahead of the players or where they cannot see. |
