Darkson wrote:Right, so I referenced it in my post because I hadn't seen it.

If the dungeon is to big the slow teams won't have the oppotunity to remove players from the fast team. You can't rely on teleporters to balance a dungeon that's to large for a player to traverse normally. At it's maximum, it will take a dwarf lineman 32 turns to travel the full-length (20, if he makes 2 GFI each turn), and that's just assuming he can go in a straight line. Take an elf team, make a full-size dungeon, and there's a pretty good chance that a dwarf team can't reach you before it's players start disappearing.
TBH though Ugnash I would have thought you would have been capable of piecing that together for yourself instead of getting facetious.
Re the reference - its always dangerous to assume that someone knows something when they haven't referenced the quote correctly or in full (perhaps they mis-read - or in your case seem to be so underwhelmed by the DB project that you are just looking for whining options). I chose not to take that chance.
As for your example, well some of the best DB games I've played have been the ones where they are larger dungeons thus making it a real option for players to have to use the teleporters otherwise too mny other coaches have chosen to avoid them. I also made the point of saying that my example was based on the bash strategy working - as in normal BB if your bashes aren't impacting on a faster team then you may well be out-manoeuvred and beaten.
But I think the other answer lies in the upload to Cyanide's servers where the community dungeons will go and then be rated by other coaches (as per PMCC's interview in Both Down). To be able to rate the dungeon it would seem logical that you can view them and as such know which dungeons are available to be played in. In the same interview it was also revealed that there could be more than just two end zone chambers which, to be fair, has pros and cons for speed and slow teams but at least would partly address the issue that vexes you so as it would mean that there is more than one target for the slow teams to aim for and presumably not all of them would be at the far reaches of this super dungeon you are imagining. However, I would certainly agree that this presents a potentially bigger problem for the slower teams as playing in such an environment would mean they have more areas they need to reach and defend but, from my point of view, would help to get away from bash teams simply tying up one or two key access points (and I say that as someone who played DB a lot as bash lol).