Well, it's not really odd.
I'm making a bound with a drag obstacle, set so that it's very hard, but beatable, with one player. However, when I get with more than one player the trigger doesn't slow down, but it seems a hell of a lot easier, like the drag isn't working as well. I'm not sure if this is just lag, or a map problem, like wait blocks (It shouldn't be wait blocks if the trigger is running just as fast..).
Help?
Either post your map or describe exactly how you're doing the "drag" effect.
Your drag method needs no waits whatsoever, just hypertriggers and a trigger to constantly order all the units for the bounders to move to the explosion.
Those are really annoying though. It would be neat to use a mobile grid system to move them downwards towards a pit or something, but so they can still move.
Well, you wouldn't use full out hypertriggers, you would have them be slightly slower.
It's probably wait blocks; lag wouldn't make it easier, excluding that you can get more clicks in the same amount of time. Just use a death counter (obviously a very small one) instead of any waits.
Fritfrat(U), I was going to use your system but I have found that certain wait times work (I.E. 90 works, but 83 doesn't..), so I just found one that worked and used it. Thanks for the help guys, though.