23rd June 2020, 1:03 AM
Honestly, PR3 is far better for level makers. Theres more options, and generally, if you have an idea, you can do it (though you may have to ask around for lua help). The level editor has a lot of QOL features that are lacking in PR2, such as block fill, copy and paste, etc. I've also always found PR3's levels more enjoyable. Plenty of experiences there (such as tilfeldighetskrigerne and its sequels tilfeldighetsiskrigerne and tilfeldighetsskogskrigerne) can't be found anywhere else. PR2's level editor is just painful for me to use. You can't make lines unless you move around the mouse (for some reason????), hat removers are annoying to make, and sometimes the process leads to weird bugs (such as a black screen softlock because I somehow removed all the spawns). I also see a distinct lack of custom backgrounds.
Not to mention:
random guns.
PR3 also has better rollers, coin fiends, FAR more enjoyable deathmatches, generally better races, and unrestricted ability to crash your enemy's clients when they are in your domain (we have instant crash blocks and timed crash blocks). Personally, I think there's a problem when a roller in PR3 is more enjoyable than an actual race in PR2.
Oh, and gasterskyRAW figured out how to make music levels in PR3, so that's pretty cool.
Not to mention:
Code:
local reloadspd = math.floor(math.sqrt(math.random() * 168))
local damg = math.floor((((math.random() * 6)^2)/7)+1)
local recl = math.floor(math.random() * 25)
local knock = math.floor((((math.random() * 12)-3)^2)/2)
local recov = math.floor(math.random() * 50)
local bultspd = math.floor((math.random() * 8)^2)
local bultrng = math.floor(((math.random() * 8)^2)+1)
local shotrot = math.floor(math.random() * 359)
local cngrot = math.floor (math.random() *179)
local bultrpt = math.floor ((math.random() *5)^3)
local phase = math.floor ((math.random() * 6)^2)
player.givelaser(toobject({damage=damg,reload=reloadspd,recoil=recl,knockback=knock,recovery=recov,speed=bultspd,range=bultrng,rotation=""..shotrot..","..cngrot.."",repeats=bultrpt,phasing=phase}))
player.chat("damage is ".. tolua(damg) .."")
player.chat("reload is ".. tolua(reloadspd) .."")
player.chat("recoil is ".. tolua(recl) .."")
player.chat("knockback is ".. tolua(knock) .."")
player.chat("recovery is ".. tolua(recov) .."")
player.chat("bullet speed is ".. tolua(bultspd) .."")
player.chat("bullet range is ".. tolua(bultrng) .."")
player.chat("rotation is ".. tolua(shotrot) ..",".. tolua(cngrot) .."")
player.chat("repeat is ".. tolua(bultrpt) .."")
player.chat("phasing is ".. tolua(phase) .."")
PR3 also has better rollers, coin fiends, FAR more enjoyable deathmatches, generally better races, and unrestricted ability to crash your enemy's clients when they are in your domain (we have instant crash blocks and timed crash blocks). Personally, I think there's a problem when a roller in PR3 is more enjoyable than an actual race in PR2.
Oh, and gasterskyRAW figured out how to make music levels in PR3, so that's pretty cool.
i failed the mario twitter challenge