#3448 posted by
Spirit on 2013/04/22 19:22:12
who cares about broken stuff in speedmaps? he/she should play some older packs then...
I liked the 100 minutes rule.
Well I've Been Making This For About 70-80 Mins Now
#3449 posted by
RickyT33 on 2013/04/22 19:25:11
I'm just gonna give it a quick run-though....
Submitted
#3451 posted by
ijed on 2013/04/22 19:50:03
And here's the zipfile for anyone who's very impatient:
https://www.dropbox.com/s/f3sw5am2rrsa3vr/sm169.zip
Demos For The Impatient
#3452 posted by
RickyT33 on 2013/04/22 21:17:38
Thanks
#3453 posted by
ijed on 2013/04/22 21:55:28
I added your screenshot to the zipfile btw.
Ricky
#3454 posted by
ijed on 2013/04/22 23:04:43
Mine supports skill settings - you were on normal :)
Also noticed a recurring WC bug with the enforcer orientation at the end. They're supposed to face you and the shambler not, to provoke an infight-endfight.
Ah well.
#3455 posted by
ijed on 2013/04/22 23:28:52
Drew - Best looking of the bunch, had secrets as well. Had to do a circuit of the atrium to get the NG when I was on full nail ammo, which felt weird. The end was a surprise, although the quad helped.
FifthElephant - Nice, shame about the collision issues. I liked the crampy labyrinth. A quick fix for the rock pillars would have been making them func_wall, which should have fixed the hull generation.
jackfapoff - (No idea if that's your proper name, sorry) Nice, although a step on every tower so the monsters could get out would have been good. Could have done with more ogres or vores sniping the player from up high as well.
GTG, more comments later.
Ijed..
I made the rock pillars func_walls in one version. Still got bad collision problems. I have found that most collision issues disappear when it compiles without the "reached occupant" error, unfortunately there are so many leaks that I just would never have had time to plug the holes
I didn't like the rubicon set at first but I have to admit it grew on me after I worked with it. Maybe I'll do a proper one in the future. ;)
Speedruns
#3458 posted by Orbs on 2013/04/22 23:52:53
http://members.upc.nl/verorber/sm169.rar
and a demo toget thumbs up,unfortunatly you dotn see that in the demo i forgot that the intermission screen in a demo is not the same while actualy playing,soif you want to get that thumbs up you will still have to beat it on nightmare (on easy the thumb stays down :P)
my favorite of the pack was drew's, ijed looked cool to but i could only get it to run in rmq, and that runs awefull for me to awefull to do a double grenadejumpto that goldkey :)
#3459 posted by
Drew on 2013/04/23 05:18:43
hmm
ricky your demo cuts out for me after you die...
oh well...
Orbs... wow, haha! I walked right into that one!
Should I have made the biosuit the secret, instead of the MH?
Also, does fog not automatically set in for everyone else in mine?
Yeah Maybe
#3461 posted by Orbs on 2013/04/23 10:30:49
or dont have the portal at the megahealth, it only uses 16 health (without armor) to get it f you woudl have to swim up again it woudl use a lot more + no shortcut
Ricky
#3462 posted by
Drew on 2013/04/23 18:35:38
derp--thanks for the demo!
Orbs, thanks for the feedback. thought of it/added it last minute.
Gah
#3463 posted by
negke on 2013/04/23 20:12:19
I made a little map yesterday based on stuff discussed on irc, but then derped on a hack and stopped. Turned out the solution was too simple for me to notice. So here it is, basically a
Fuck you Scampbler gimmick.
Neg...
I have no idea how you made the giant bucket map thing... that's insane.
For The Next Theme
#3468 posted by
Cocerello on 2013/05/08 22:25:39
How about some inverse world map?
OK
#3470 posted by
Cocerello on 2013/05/08 23:17:27
I thought of 2 options:
- You make a map, and then you rotate it 180�, with the ceiling at the bottom and the floor at the top.
- You make the map with this in mind, trying to make some architectures that look weird if inverted. It would look like the home of Cthulu.
...
#3471 posted by
starbuck on 2013/05/08 23:25:53
isn't there a teleporter trick which lets you flip the player over? You could complete a level one way up, then get to the end, flip upside down, and then come back along the ceiling!
But ...
#3472 posted by
Cocerello on 2013/05/08 23:39:56
... you need to flip the map, not the player. Even if the player flips, he is on the floor, walking with the head.