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News Writer 437 posts
Registered: Jan 2006
you forgot to put a roof after the third tunnel when you are gonna enter the fourth tunnel. thx, will be fixed in final version!
Member 950 posts
Registered: Apr 2006
This is insane gg anni.
Member 386 posts
Registered: Apr 2006
It's pretty satisfying to finish these really hard ones a few times, but trying to grind them for good times in a competition setting would probably drive me insane because results on upward ramp sliding jumps are so ridiculously hard to replicate consistently.
Member 139 posts
Registered: Feb 2011
We should arrange a race competition soon with annies maps!!
Member 950 posts
Registered: Apr 2006
Muff1n, that's already in the pipe
Administrator 1864 posts
Registered: Feb 2006
Great work anni, but what's up with the bsp names?
News Writer 437 posts
Registered: Jan 2006
Great work anni, but what's up with the bsp names? Thx, but whats wrong with the bsp names? As far as I know there are no maps, that are named raceX!
Administrator 1864 posts
Registered: Feb 2006
As far as I know there are no maps, that are named raceX! No, but the race commands are. Also, don't you think the naming is a bit too generic?
News Writer 437 posts
Registered: Jan 2006
As far as I know there are no maps, that are named raceX! No, but the race commands are. Also, don't you think the naming is a bit too generic? No!
Member 459 posts
Registered: Mar 2008
As far as I know there are no maps, that are named raceX! No, but the race commands are. Also, don't you think the naming is a bit too generic? No! Hehe, I must also admit I think Zalon has a point. I would think it in general was a good idea to make names that connect them to you somehow, a prefix/suffix initial or smth, and something that doesn't list all race commands (if you type "ra"+press tab in console to get a list of your maps f.ex) or opposite if you're after a list of race commands but not your maps. I'm sure your free and creative spirit don't give a damn about tedious reasoning like that, though Keep it up, Anni! Haven't tested them yet, but some really nice and creative ideas (wtf, loops and shit?!). Too bad I'm probably too sucky at this to enjoy them to their fullest, but I'll give it a shot for sure. edit: aRaceX.bsp f.ex
Member 950 posts
Registered: Apr 2006
anniracex.bsp even (btw anni, ping me on IRC)
News Writer 437 posts
Registered: Jan 2006
Pics of todays work. You slide down a hill with ~ 1200 speed. Then you have to jump up the pillars and reach around 1400 speed at the end. Thats it until now. For jumping the pillars you need only normal skill. Hardest thing is not to hit the wall while you get faster and faster.
Member 64 posts
Registered: Jan 2009
nice anni can't wait to play it Also not to sound rude but would it be possible for you to make a longer part of the spiral tunnel in the beginning of race5, just a longer tunnel and then maybe one long jump and it's over. Would be pretty fun to slide through
Member 386 posts
Registered: Apr 2006
Beware of maps that take a predetermined number of jumps to complete, since the time taken by a jump on flat ground is fixed. There isn't much room for variation in routes or times on something like ztricks room 1. Note that I am only mentioning this because I can't see what the rest of the map is like.
Member 950 posts
Registered: Apr 2006
Good point Stev
News Writer 437 posts
Registered: Jan 2006
This cycle of pillars is just an element to increase the speed that you need for your next tasks and it defines the skill level needed
Member 950 posts
Registered: Apr 2006
News Writer 437 posts
Registered: Jan 2006
It`s Sunday. It`s beta testing day So here comes an other race map. Skill required: normal Race7: Upslider
Member 950 posts
Registered: Apr 2006
A comment for race6. Any way you can have the invisible teleports that take you back to start when you fail your jump to have an invisible top layer made of lava or slime? That way race would be auto-canceled instead of having to press kill.
Member 950 posts
Registered: Apr 2006
Same thing on race7, can we have a lava lake in the first round room with the pillars? Something that will stop the run once you miss a pillar.
News Writer 437 posts
Registered: Jan 2006
Yes I will change that, with an invisible layer called trigger_hurt, so you will be instand dead!
Member 950 posts
Registered: Apr 2006
Well you actually won't with current code because of some shitty slide map (slide8 I think) where you have to get momentum from a trigger-hurt.
Member 950 posts
Registered: Apr 2006
Has anyone been able to pass last pillar of first room in race7-beta? I can't seem to get on it...
News Writer 437 posts
Registered: Jan 2006
Its all about the radius. If you feel like, I`m too slow decrease the cycle. First jump should be around 1250 - 1300 speed. Smooth mousemovement provided you can reach like 1400- 1450 speed at last jump.
Administrator 1025 posts
Registered: Apr 2006
Has anyone been able to pass last pillar of first room in race7-beta? I can't seem to get on it... Yeah I have
Member 950 posts
Registered: Apr 2006
I'm not too slow, i feel like i'm too fast and don't get high enough in my jump to get past it. "feels"
News Writer 437 posts
Registered: Jan 2006
If you feel too fast, then increase the radius
News Writer 437 posts
Registered: Jan 2006
Administrator 1025 posts
Registered: Apr 2006
race6 is buggy. When you fall down after failing first jump, everything is green and you wont respawn at start? :S
News Writer 437 posts
Registered: Jan 2006
It isnt a bug you take a bath in slime! When race mod is enabled you will be instand dead. Same happends to lava contact.
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