DISCLAIMER: when it comes to building levels, I'm just a n00b; I'm writing this based on what I've read while studying how to do it. I thing the *right* solution to this is to have more high-level maps (and possibly update the old ones, which fell behind changes in the rules). No monster *in the archetypes file* gives you enough experience. That's about right; if a monster is common enough to be there, it's not worth much. Now high-level maps are supposed to have *custom* monsters, like the nazgul in the pupland power station or the demilich in Old Scorn. These should be seriously harder to kill, and therefore worth many more points. This can also be done in large numbers; see the Dragon Hatchery. With the evolution of rules, all monsters in medium-high or high level maps became too easy to kill, and also not worth enough. Nazgul and the demilich and the ancient dragons and dragonmen in the hatchery are only incrementally harder and more xpworth than the normal ones (from the POV of high-levelers) since they are in medium-low level maps; in the high-level maps you should have monsters proportionally more customized. IMHO AFAICS FWIW YMMV KSC etc... <quote who="Alex Schultz"> > Andrew Fuchs wrote: > >> I think a better solution would be making the non random maps give >> more experience. Thus they become a better option than to use the >> training centers. >> > I agree; that sort of thing is one type of thing I've been thinking of > when making this one map that I started working on recently. For high > leveled people, large numbers of random levels are the only ways to get > half decent experience currently, as in, many non-random maps should > give more experience than they do. One of the problems is that for the > very high level people, no monster gives enough experience, so killing > monsters en mass in random maps is the only option if they want to gain > any real levels, this is also true a medium levels to a lesser degree, > though the current situation is well balanced for lower leveled people. best, Lalo Martins -- So many of our dreams at first seem impossible, then they seem improbable, and then, when we summon the will, they soon become inevitable. -- http://www.laranja.org/ mailto: lalo at laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/