Nitin
#26 posted by
R.P.G. on 2004/01/29 10:12:04
But they're too short and easy...
Yes, the shortness is certainly a factor, but... too easy? I must be getting soft in my old age.
Also, yes I quite agree with you about the end map. That style was fun to work with. Thanks for the comments.
Megazoid
#27 posted by hanz on 2004/01/29 14:21:50
The red armor isn't necessary even on nightmare run. I got 31 secs by not taking it and by not killing the first two ogres.
Speaking Of Speedruns
#28 posted by
R.P.G. on 2004/01/29 15:38:11
Even though you can complete the map in under two minutes while playing normally, RPGSMSE4 has some speedrunning potential. There are several route choices in that map.
Hanz
#29 posted by
Megazoid on 2004/01/29 15:41:39
I know, but that would take skill I don't possess. I did't take the red armour on the easy run. You got a demo by the way?
:)
Rpg
#30 posted by
nitin on 2004/01/29 19:17:08
played on normal, dont knwo if you tweaked that or only tweaked hard like Pulsar.
Pulsar Speedruns
#31 posted by lodis on 2004/01/30 06:19:11
http://hem.bredband.net/b211256/sm57se.dz
23 on easy
28 on nightmare
improvable by a few seconds each.
as for rpgsmse4. 23 secs, but I've tried a route which would give 21 or something like that. haven't got time to fix that as I'm off to the countryside.
Err...rpg4
#32 posted by lodis on 2004/01/30 07:26:28
I had 5 mins...so here's rpg4 in 021. improvable by a few secs, didn't have enough time to make a good looking run :(
http://hem.bredband.net/b211256/rpg4_021.dz
Re:
#33 posted by
R.P.G. on 2004/01/30 10:36:13
nitin: Yes, I tweaked all skill settings. The strange thing is that most of the testers played on normal, so it seems like I would have found out if it was too easy. *shrug*
lodis: Cool! With bunnying that looks like it's a quicker route than getting a boost from the knight.
Rpg
#34 posted by lodis on 2004/02/01 11:54:29
you can always add a grenadepush from the knight or just time a grenade right and still have enough health for the last gl-jump :)
Lodis
#35 posted by
R.P.G. on 2004/02/01 13:45:42
Hmm... are we talking about the same thing? Looking back, what I said was ambiguous. What I meant was using the damage from the knight to jump up onto the ledge/stairs, instead of running around and pressing the button to activate the stairs.
But yes, getting a boost by bouncing a grenade off a monster is always an option.
Ehm
#36 posted by lodis on 2004/02/01 16:05:22
first off, there's only a knight on nightmare skill so that idea won't work for easy skill.
and I tried, it's slower :)
my route with an extra grenadeboost would be the optimal route. I think.
as for the other levels...
1: good for bunnying, I just wish the maker had added some kind of armour so you could survive a barrelboost from the gold key to the exit. without that shortcut the level is a bit too straight forward speedrunning-wise
2: will be fun for running. someone will manage to get straight over to the exit-teleport with ogre grenades or fiend boosts.
3: too straightforward, too easy.
5: no point in running this map is there....
Played The Extended Editions
#37 posted by
aguirRe on 2004/02/03 10:52:28
and I thought both paks were very good, especially PuLSaR's. I found it well lit, nice oldskool architecture/textures and gameplay challenging in a fun way.
Great maps, guys! I hope other speedmaps also get a similar treatment, there are a lot of potential material.
Way To Go RPG!
#38 posted by
Blitz on 2004/02/04 14:00:46
I had fun playing your maps -- they were balanced with good ammo for the following levels. I got too frustrated on the last one, but that's ok because those were 5 good speedmaps each with varying and well thought out themes.
I like my bosses spread out across level, not hanging out having a party in one! Anyway good stuff KUGW.