Lantyz wrote:Add a weapon spawn near the double damage.
Definitely! Added machine gun, so it's quite a worthwhile place to go even if you have weapons.
Removed the 45 degree wall at (72,125). This opens up the hairpin after the tall ramp by Vehicle Bomb. It's still nice and tight but now more drivable.
Lantyz wrote:Also, consider switching the direction of the single lane road there.
Any other traffic setup through the middle causes a "no cars" problem. The whole Western half of the level was empty in early versions! Getting a car soon after respawn is essential in such a small level.
Also, going West from there takes you North to Machine Guns and then Electro Gun, or South to Flamethrower.
Lantyz wrote:I rarely (if ever) saw a car on the road around the vehicle machine guns. The regular Tiny Town [...] removing a road arrow, thus forcing cars [...] to go around the corner.
Done because I agree it's too rare. Forced all Southbound traffic and gave Northbound traffic the option. Hopefully more traffic will now go past that spawnpoint whilst keeping the same amount going past Electro Gun.
Might get some pileups as traffic crosses over, giving some cover to newly spawned players and making that first car a bit easier to get.
Lantyz wrote:[...] there seems to be erroneous road arrow in the bottom right corner.
Fixed my mistake at (96,122). These affect traffic density so it's really good to find them!
Lantyz wrote:Desynch is a major problem in this level, which is a pity. General consensus seems to be this is caused by lots of explosions in a small level.
Grenades replaced with Molotovs. The bouncing and weird interaction with peds and cars seems to make Grenades especially desync-prone.
Also means fewer entries to get confused by in your weapons list.
Spamming explosive weapons will sometimes desync, sometimes won't. Smaller levels promote denser spamming and you get into those situations more frequently. But I reckon the actual problem is to do with network effects.
Throwing a maximum of 5 molotovs at a time seems stable. Throwing once per footstep instead of hammering the key also seems to help, as well as giving you more chance to react and dodge incoming attacks.
Lantyz wrote:Related: Infinite supply of oil slicks + very small level = [...] one slippery nightmare. I don't even want to think about [...] 99 mines.
Reduced both to 10; 99 is excessive even in MultiSlayer City. Vehicle Machine Guns remain 99 since there is no way to repair the car. Drive-by spawnkills can add up fast, so I might reduce this after more testing.
Lantyz wrote:There's an unsolid wall near the mines, by the way.
Fixed. Tile 488 collision options were set to
None.
Lantyz wrote:The wall near the health is unsolid, due to the half blocks. This can be fixed by adding a wall of flat tiles [...].
Done. Such an obvious fix but it never occurred to me!
Thanks for the great feedback. It's really helpful to have specific technical and gameplay reviews! You can get this updated version from the same
Tiny Tiny Town Arena page as before.