Malefactor wrote on 02/21/18 at 17:21:29:
I agree with the other two. TMX suffered from the same problems Black did in large levels, at least in team LMS.
True, if you have respawns it mitigates it, but then it tends to make the matches lose their Twisted Metal feel (after all, it's a "to the death" concept). At least for me, endless lives never hit the spot.
The problem is if you have a huge level, and half the cars get eliminated, suddenly there are huge gaps in gameplay as cars run from each other, run to find each other, etc. Prison Passage was an amazing single player level, but in multiplayer it was just MISERABLE. Same goes for Sunnydale or Sunny Hell or whatever TMX's level was. To say nothing of that God awful Diablo Pass.
Now, MAYBE if, as cars were eliminated, the level actually reduced in scope and size. That MIGHT make it work, and could be interesting.
You know what sucks? Many games actually become worse with extremely large levels, but "this game is bigger than the last!" is such a major selling point. Even if it hurts the game, publishers gotta get that selling point. I hope if they do make another TM then they keep the levels a reasonable size.
Back in the PS2 era, I remember advertisements for Socom III discussing how the maps were bigger and had vehicles. So half the game was just driving around looking for someone to kill. It really sucked
Even the first level I made for TM2 ended up being too big. The canyon level I'm working on now is much smaller but I think it's far superior than the first map.
I'm not sure when the map editor will be ready. I've had to change some things around as I learned more about the DPC file format. But on the plus side, you'll be able to create billboards (like the exploding trees in Paris) that explode when you wreck into them.