Author Topic: Mission One (beta 7)  (Read 92046 times)

ironclaw

  • Posts: 12
  • Turrets: +0/-0
Re: Mission One (beta 7)
« Reply #120 on: December 23, 2009, 12:54:39 pm »
Thanks, rotacak. I don't think granger jump is changed in 1.2, but speed is increased by 12.5%. This means that the blue tunnels no longer deal 48 dmg when a granger goes through them (they only deal 32 dmg now). But then, even in 1.1, it was possible to get only 32 dmg by strafe-jumping through the tunnels.

I wonder what sort of time would be possible for a dretch and granger team... The dretch can probably help the granger wallwalk over difficult areas, and also press buttons before the granger gets to them.

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One (beta 7)
« Reply #121 on: December 23, 2009, 01:06:46 pm »
Hmm, faster granger speed causing that some parts of map are more easy (rotating tube/platforms. green chute, jumping to final base). That blue tunnels are there mainly due to dretchs - they should be killed, because othervise they can ruin game. But even in 1.1 is possible for dretch survive that tunnel like you said - by strafe jumping. And that was in that old video.

Speedrun with dretch+granger can be intreresing.

ironclaw

  • Posts: 12
  • Turrets: +0/-0
Re: Mission One (beta 7)
« Reply #122 on: January 06, 2010, 09:04:18 am »
I've done a human speedrun in 4 parts.

There were a lot more tricks in this than the alien speedrun, which is why I wasn't able to do it in one go. I might try to do that in the future.

Part 1: http://www.youtube.com/watch?v=7fTgfA9fpF4
Part 2: http://www.youtube.com/watch?v=8xvJEs5niLo
Part 3: http://www.youtube.com/watch?v=xNTPuTpQ-CI
Part 4: http://www.youtube.com/watch?v=kTeUQkP4mcU

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Mission One (beta 7)
« Reply #123 on: January 07, 2010, 04:55:06 am »
1st part: you can save a second or 2 by falling past the platform in front of door (building node while falling) and after dieing from fall, having your corpse hit the button :P
2. Impressive!
3. Nice! I'm not sure, but if you build RC in 2nd part just after the bobbing circle platforms, and node at top door, you shouldn't lose any time, but maybe will gain a bit by not waiting for reactor and node to build at end of 3rd, instead respawning at the end of part 2 and running through it again. Also the door will start opening sooner, which will save time between 3. and 4.
4. *starts watching, sees you building RC* I haven't done this in a while, but IIRC you can get through water without needing a node... *sees you jump thru force field* ... oh :-X
BTW, what was your com_maxfps?
« Last Edit: January 07, 2010, 04:57:49 am by UniqPhoeniX »

ironclaw

  • Posts: 12
  • Turrets: +0/-0
Re: Mission One (beta 7)
« Reply #124 on: January 07, 2010, 05:43:31 am »
Thanks for the reply, UniqPhoeniX. Those are some nice tips you have there!

3. Yeah, I didn't think of that. I think your suggestion of building RC and node before the end would definitely be faster.

4. I really like the trick with the RC. The timing of the jump has to be quite accurate though.

My com_maxfps was 76 (for trick jumping).

It would interesting to see a 2-human team doing a speedrun. I think there would be no need to build a node anywhere in that case (one player would need to sacrifice himself in area 3).

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Mission One (beta 7)
« Reply #125 on: January 07, 2010, 05:51:55 am »
Considering it takes 19-20 sec for the door to open enough for you to start going through, and it took you less to area 3 door (NICE) 2nd player won't really save time.

Minimum

  • Posts: 126
  • Turrets: +4/-7
Re: Mission One (beta 7)
« Reply #126 on: January 08, 2010, 10:14:14 am »
I'm sorry, but I really dislike this map. It was fun the first 3-4 times, but when it gets votespammed over and over again on servers, its just stupid, boring and repetitive. This was almost as played as atcs on a server I frequent, and it was often ruined by noobs (Dretches pressing buttons, ect), and the endgame (Where both sides reach the finish) is terrible. The textures are also kinda ugly. I appreciate the effort you've put into it, but I'm kinda sick of it...

To be constructive, my suggestions are:

-(If possibly with the trem engine) make three different routes to the endgame for both sides. Make a random one open at the start of each game, and the other two closed. Add a bit of variety.
-Change the endgame. Remove the campfest blue and red rooms. Make it a little more expansive. Remove the silly spinny things.
-Make awesome textures. Pl0x.
-Make the walls un-wall-walkable. Retarded dretches press button, hurr durr.
« Last Edit: January 08, 2010, 10:18:02 am by Minimum »

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One (beta 7)
« Reply #127 on: January 08, 2010, 09:22:10 pm »
To be constructive, my suggestions are:

-(If possibly with the trem engine) make three different routes to the endgame for both sides. Make a random one open at the start of each game, and the other two closed. Add a bit of variety.
-Change the endgame. Remove the campfest blue and red rooms. Make it a little more expansive. Remove the silly spinny things.
-Make awesome textures. Pl0x.
-Make the walls un-wall-walkable. Retarded dretches press button, hurr durr.

Three routes: maybe.
Removing blue/red rooms: no, it need only "un-camp" feature.
New textures: in final version. But I think - new textures does not make better design...
Un-wall-walkable walls: yes.

A Spork

  • Spam Killer
  • *
  • Posts: 1010
  • Turrets: +37/-230
    • Spork - Unvanquished.net
Re: Mission One (beta 7)
« Reply #128 on: January 08, 2010, 09:33:12 pm »
those rooms ARE the reason for camp.
I'd say, personally, that whole last area needs to be redone...Its not the best for fighting.

Fun to get there tho.
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

Winnie the Pooh

  • Posts: 442
  • Turrets: +45/-85
Re: Mission One (beta 7)
« Reply #129 on: January 08, 2010, 10:39:43 pm »
@IronClaw: I never knew you could jump through the forcefield.. =/
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

ACKMAN

  • Posts: 342
  • Turrets: +9/-20
Re: Mission One (beta 7)
« Reply #130 on: January 11, 2010, 11:23:53 pm »
Today we have done alien side as human and human side as alien. It was pretty much fun than the original layout though.

The only problem is that in the final tunel (full of water) grangers couldn't get to the other side, too low hp.


Any ideas about how to get to the final place alive?

ironclaw

  • Posts: 12
  • Turrets: +0/-0
Re: Mission One (beta 7)
« Reply #131 on: January 11, 2010, 11:54:21 pm »
@IronClaw: I never knew you could jump through the forcefield.. =/
Yeah, the forcefield can only damage one object at a time, so as long as something else is being damaged (the RC in my case), you can jump through the forcefield. Also, buildings are not damaged while they are being built.

SPK

  • Posts: 58
  • Turrets: +2/-0
Re: Mission One (beta 7)
« Reply #132 on: February 01, 2010, 10:29:09 pm »
Will you surprise us with a beta 8?

If this have been already answered i didnt read : /

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One (beta 7)
« Reply #133 on: February 02, 2010, 12:24:23 pm »
Someday yes, but not soon.

SPK

  • Posts: 58
  • Turrets: +2/-0
Re: Mission One (beta 7)
« Reply #134 on: February 02, 2010, 04:03:31 pm »
Roger.
BTW, tell u that the map is awesome. I have a lot of fun while playing it so, thanks :D

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One (beta 7)
« Reply #135 on: February 03, 2010, 03:20:56 pm »
Thanx :)

bandit

  • Posts: 2
  • Turrets: +0/-0
Re: Mission One (beta 7)
« Reply #136 on: May 24, 2010, 08:45:52 pm »
I love this map!!! :)

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
Re: Mission One (beta 7)
« Reply #137 on: May 25, 2010, 03:31:06 pm »
Here's a single-player alien speedrun of beta 7 on Tremulous 1.2 beta:
http://www.youtube.com/watch?v=SOyjA_djFOg

Time: 5:28

Jumaleissön!

We improved it to 1:56 with a few more tricks and some smooth playing.

Hope atleast somebody enjoys.

http://www.mediafire.com/download.php?htajmeywgdw

Wow, that is a very impressive time. Unfortunately, the download is gone... Was it done mainly with a granger and dretch team?
http://drop.io/jumaleisson
the map was b6 and Tremulous 1.1 back then and the time was indeed 1:56

Also, evolve to a dretch after you have the final door opened. Saves you a ton of time.
« Last Edit: May 25, 2010, 03:43:08 pm by Meisseli »

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
Re: Mission One (beta 7)
« Reply #138 on: May 25, 2010, 05:53:21 pm »
UPDATE: Just did this, a speedrun of humans with GPP 1.2. I had the route planned in 1.1 but 1.2 added new option: slope-jumping that made one of the jumps easy.

Final time: 3:04

Used ironclaw's jump the triangles and reactor strategies.

Possible improvements and mistakes: The final RC placement was too slow, I forgot to mark decon. Also couldn't jump to the ladder for some reason. Find a way to get to the platform at 0:55 quicker. I don't know of any way. Also, have managed just once to get through the obstacle at 1:00 without waiting. 1:32, could get to the platform perhaps earlier with a perfect run. Also, 1:54 you could press the button earlier, but it's really hard to do since a single mistake in the rolling barrels will make the fall damage kill you.
« Last Edit: May 25, 2010, 06:52:18 pm by Meisseli »

Windpoison

  • Posts: 13
  • Turrets: +0/-0
Re: Mission One (beta 7)
« Reply #139 on: May 28, 2010, 07:53:44 pm »
Epic Win ftw.

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One (beta 7)
« Reply #140 on: June 04, 2010, 04:36:30 pm »
I added source map file to first post:

Mission One beta 7 map source

A Spork

  • Spam Killer
  • *
  • Posts: 1010
  • Turrets: +37/-230
    • Spork - Unvanquished.net
Re: Mission One (beta 7)
« Reply #141 on: June 05, 2010, 11:16:36 pm »
Cool.
I dont suppose I could get a different link? (mediafire is blocked D:)
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Mission One (beta 7)
« Reply #142 on: June 06, 2010, 01:16:28 am »
A Spork: For one week: http://senduit.com/dbe058

A Spork

  • Spam Killer
  • *
  • Posts: 1010
  • Turrets: +37/-230
    • Spork - Unvanquished.net
Re: Mission One (beta 7)
« Reply #143 on: June 06, 2010, 01:47:44 am »
thanks man.
* A Spork now dives into what makes mission 1 tick
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk: