Oh, lot’s of response in a short time here. About the white dots fading. I was first thinking about getting that munch-munch sound and play it when the players were moving along the board. But I decided that it would only be fun for a few minutes, then one would probably grow tired of it. Having the dots removed when stepped upon would probably look and sound cool, but I suspect the board would be empty too fast if it did.
Both the monsters are moving. The red one in a small loop around the “house” where the objective is, the other one in a larger circle around the board. I was thinking about attaching sound to them (small hum maybe) and I was thinking of making them hurt. But I still don’t know how to attach an entity to a moving object. Anyway as I was testing the map on my server I found that the monsters still has two gamplay functionalities. They block the players from moving along (that’s why I originally placed the red one around the target area) and if players are unaware of them, they tend to get crushed against the walls or pushed.
What gratifies me most about this map, actually, is that it is a small map and atleast for 6 of the 7 minutes it is played, there is almost no congestion. The objective is to hold the flag when the time runs out, which means that holding the flag before that really has no function. As a consequence of this, people tend to wander around randomly shooting at eachother. I had 5x5 players in mind when designing the map, but we have tested it with 10x10 and there is no congestion. Atleast not until the end when everyone panic their way into the last room to catch the flag. Tip: don’t just hold the flag, you need to contol the area around it too!