Thread: Pits
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cooba

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Joined: Jan 2004

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Apr 13, 2008, 03:08 AM
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Quote:
Originally Posted by Cpp View Post
In some cases it's easy to fall down even for misfortunate skilled players (take ab10btl03.j2l as an example)
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
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.