![]() We have done a lot of balancing on this level and I think we have achieved something quite good.īelieve me, it was really harder at the beginning, even with the exploits.įor example, the sniper was able to kill all the zombies on a single line, and she was able to kill a tank in three strokes.ġ) I think that the variety of the enemies is necessary, in order to have the player in a constant stress. Snipers are especially difficult because they have such long range. Some signposting for saying 'hey player, this would be a great place to put a spitting overlord' or 'hey player, molotovs can / can't reach here". Then, on the other side, it could be easier to defend against the molotov throwers. Perhaps if one windowsill was put back, then one side would be easier to defend. Now, without them the 2nd floor can be attacked by snipers. Previously there were window-sills in the central building. I think there should be a few key places that are vulnerable to only one of the enemy types. This is not necessarilly a problem in itself, however it is extremely difficult to prepare for all three eventualities. In fact, most places can be attacked by 2 of the three (except the attic). The fact that there are gunners, snipers and grenade throwers means that there is essentially nowhere that is safe from all three. I think the variety is the biggest contributer to the difficulty. I didn't expect to be asked for suggestions but.įrom my experience, the difficulty comes from 3 things: ![]()
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