Quote:
Originally Posted by Cpp
In some cases it's easy to fall down even for misfortunate skilled players (take ab10btl03.j2l as an example)
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What's ironic here is that the original level was not meant to kill people at the level bottom, and what got included in the bash loop by PurpleJazz is a seemingly untested edit with an ineptly implemented pit.
I agree that 'invisible pits' are bad level design. What Ninja Dodo had to say about deadly traps in single player:
Quote:
Originally Posted by Ninja Dodo
If a player has no way of knowing there's a booby trap in the next room and gets killed as a result, it's unfair
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really applies to any gametype in general. Especially in Hide and Seek.
It's true that most of the levels in this year's battle rotation overuse pits to a big extent (with numerous people going as far as calling the loop "XLM pit battle pack"). I just hope that the level design scene is going to learn a lesson from this.
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