Fonze Posted May 31, 2020 34 minutes ago, Linguica said: The problem is that the arachnotron has a radius of 64 (compare the player's 16). I can try to foolproof it by making the archie fire bigger but it's placed 24 units away from the player so I can't make it much wider than that or otherwise it will get stuck on the player. The projectile that spawns the monster could also be of 64 radius, but that means a whole lot of fireballs ends up blowing up on nearby geometry and don't spawn anything. Ah ok that makes sense; that's a very unfortunate limitation. I guess that makes this not something that can be used freely, (tight corridors would be a problem, as an example) but that said I can imagine some specific setups this could still hold a lot of potential in, such as to kick off an encounter in open ground, before other monsters have had a chance to crowd the area. Just would have to be sure the player is incentivized to kill them quickly before they start becoming a hazard to the overall encounter. I wonder if there is a way to direct their flames into a monster closet (not necessarily detached from the map) of sorts. I'd suppose not since it walks away from the player's position, but it would be amazing if this could be used in conjunction with regular teleporter setups. 0 Quote Share this post Link to post
plums Posted May 31, 2020 I mean, you could just change the radius of the wide monsters. It's not like an effect like that isn't already completely changing the way a map works. 3 Quote Share this post Link to post
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