So, with Blaqk unlocking the old forum, I once again got access to my old notes from Xenomorph. God bless him. Now, I've taken the liberty of extracting the NOTD map from my cache, and have run it through the editor's debugger. The results are interesting, if not ultimately disappointing. Below are a serious of graphics of the trigger activity as I played through a single player match, on Recruit Difficulty (Local player has no bank information to read.) The scale on these graphs is all relative. That Massive spike is immediately after storyline is selected. A grand total of 210 events (more with additional players) are firing simultaneously. This includes, everything. This huge spike is the primary cause for the tremendous lag at the start of every match, and the primary reason so many players drop. Here's the Mining Colony Download, which is a flurry of activity. Most of it is spawning all kill related, but there's a good bit of ai related triggers going on as well. I'm unsure what the spike is, but I assume it's the download completing. Here's the airlock battle. It's not "as bad" as it looks. If you notice it peaked at 70, which is more or less average for the map. The first two images peaked much higher. The narrow spike in the middle is the door opening, and all the necessary triggers for the airlock hordes firing off. Here's the Erebos cutscene and battle. Notice the large number of trigger errors caused during the cinematic (this is why players lag and occasionally drop during it). The first big spike is all the units spawning during the cutscene, and the ai needed to move them. It drops down somewhat, but the second spike is the baneling and door explosion. Afterwards is all of Erebos' battle with his AI, his spore bomb AI, and his retreat function. When it finally returns to normal about 2/3 through the image is after erebos is defeated and he has gone into his idle state until chapter 2. Here's Erebos's hordes, the high peaks towards the beginning and end are mostly caused by the AI, as well as the dropship ammo drop triggers. Here's the chapter 2 cutscene. That massive block of red is a huge number of errors during the initial cutscene. The periodic high points are the spawn triggers for the passive spawn creating units. Here's the second battle with Erebos, each high spike of red is when Erebos changes colors. The largest spike at the end is his death and all the related triggers that fire or end as a result. Here's the Black Ops battle, each red spike in activity is the AI trying to target and use the gunship strike. The Highest spike towards the center of the activity is the Queen spawning getting many of her related triggers. Here's the Queen battle. That massive block of red is an absurd amount of triggers firing, all dictating the spawns as well as the AI of the hordes, the Queen, and Charlie co. Its the reason that battle lags so fiercely. And it only gets worse with more enemies. Here's the death of the Queen, notice the insane spike as she dies. It's a ridiculous number of events firing, revolving around victory, spawning, ai, and awarding players. It's easily one of the laggiest parts in the entire game.[hr] Continuing directly from that last image. You can still see the Queen's death at the left portion. That enormous pile of activity is both the endgame cutscene and the score screen. There is a massive number of dialog errors here which account for most of the lag during this period. There's also a lot of triggers that break when all units are removed from the map. Here's an Endgame summary of the triggers. That first one, the 40,000, thats the Team UI. Those "Boss HP changes" are the UI's health bars. They update literally constantly, regardless if there is/is not a change. It's got to be the single biggest performance drag on the entire map. The second is the check for critical injury. I'm not sure why that fired 10 times, as I didn't die (I set myself to immortal). I assume it must have triggered for other terran infantry (civs, Minis, ect) or even Heroic units such as bosses. However, obviously none of these units can be "critically injured" so I'm unsure what happened there. Third highest is the evasion AI for the Minis. Despite the name, I assume this AI applies to the 3 mining co minis, as well as Olgivy, Sec team survivors, and charlie co. Remember that charlie company predates the other ai, so that trigger is quite old. What does all this mean? It means what we already knew. It means theres periods during the game when there are MASSIVE spikes in lag. This is never created by sheer numbers of AI, but rather all the triggers needed to support them. In some occasions high numbers of errors create this lag. It also tells me serious revision will need to occur to the map's triggers if performance, and playability ever wish to increase. Note that this was a solo game, on recruit, lasting 37 minutes. I shudder to think what a full game on Nightmare looks like. I will update more later as I come across it.