Recently I've noticed that most of the difficult areas of SK seem to be small rooms, so I'm curious how OOO can make a large room just as dangerous. What could increase the difficulty of a large room? They could spam mobs like the compounds, but that's kinda old. Spike traps basically decrease room size in that most players just avoid them altogether, but they're still another way to increase the difficulty of the room. Any other ideas? What could make a large room difficult in a way that small rooms cannot be made difficult? What is unique about them?
Large Room Difficulty
lun, 09/16/2013 - 20:03
Kathrine-Dragon
lun, 09/16/2013 - 20:49
#2
Traevelliath
Shadow Lair FSC and IMF do this quite nicely actually.
You can have your large room, let's just fill 80% of it with dynamically changing hazards. Whether that is a switch to prevent fire/spikes from shooting out, to some rockets pounding away at you as a spiraling pattern of bullets orbit the room. If that doesn't work, throw in two Slag Guards and a Trojan.
mar, 09/17/2013 - 07:27
#3
Inferno-Forum
Derpuraptor Strikes Back
I'd love to see a mini monster arena that's 100% spikes that move differently and the rage of the skolvers playing it.
mar, 09/17/2013 - 08:48
#4
Krakob
The last rooms of LoA and C42 are quite big yet have dangerous stuff everywhere. Traevelliath explained it quite well.
Bullet hell can make large rooms not feel so large.