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Why are ending timer triggers so big on some maps?

Afterglow

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Why are the ending timer triggers so big on some maps? Like:

noob_a1a
momentum
termywermy
twist
joa

imo clear the times on these maps while it's still early on, and fix the ending triggers so they only cover the cap point. The placement makes these times completely incompatible with offline runs and other runs done in the past.
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Dr. Heinz

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I think the endings are just fine, you can't compare really any of the new times with the old times, since on pretty much all the maps the ending is different.


Rob123

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Things like ping, us removing doors/breakables, different starting and ending zones all make comparing offline times to tempus times not really a factor for us.

The main reason for the bigger map endings is to make it simpler and more predictable for people. Along with the fact that several of maps have very random / no end cap points, this was the simpler option for us.

If we were to zone it all trying to best match the cap points, it also brings up the issue of heights of zones. Do we just have the trigger cover 512 units above the cap point? Or to the roof? What about cap points that are raised/lowered or put in the middle of a massive box of water (whatever that map is). Personally I can see a ton of people getting pissed off when they finish a run and barely miss the end zone, by going too high or around it. So then complaints will come about make each slightly bigger until we end up where we started.

Personally I've only heard very few complaints about end zones, compared to separate solly/demo rankings (we are looking into this). I'd need to hear a lot more complaints before I dive into re-zoning the ends for 165+ maps.


John

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pls just make it hit drexen timer end or trigger capture area end