EvilGrins wrote: It may be a shortcoming of my editing skills, but every time I try to move a spawnpoint it stops working.
I've just moved one spawnpoint so far - from by the rocket launcher to the left of the shield belt - and this works OK. I may do more - I'll see. I don't have any great skill in doing this kind of thing so it may be fun to learn a bit more about it.
I'm switching between MH504 and MH2_NS_V2 to play the map as the trigger\factory for the barons doesn't work with the latter version. I've also noticed that, with the latter, monsters can no longer inflict damage upon each other - which is good in some ways (preventing wholesale massacre by BFG balls) but does spoil some of the fun (and skill in placing oneself so that the fire from monsters hits other monsters).
sektor2111 wrote: But who cares ? Good pawns are never used, but trash unfinished is happily spread because is a cute forum subject for debates with no reason.
I'm not sure it is quite true to say good pawns are never used (rather, perhaps, that they are not used a lot). However, the issue in the use of what you (almost certainly rightly) consider to be trash pwans is, as I said before, really one of balancing demonstrable benefits against potential harm. The benefits from using a wide range of pawns, rather than sticking solely to the 'default' UT monsters, are interest, fun and variety, and differing challenges according the type of pawn used and to the context. If, playing off-line, one has used 'trash' pawns in MH or with MonsterSpawn for several years and experienced no discernible harm from using them, then I would suggest the benefits outweigh the potential harm. This is not to say, of course, that improved versions with the poor code removed are not welcomed; that the default UT monsters, properly tweaked, are not challenging and fun to play against; and that it is a 'good idea' to use poorly coded pawns on-line.