Comments
Paraná, Brazilbill_play37 years ago

i think i still prefer the colored '4" symbols, but the newer version of the 3,2,1 with the red background doesn't look bad too. not sure which of the colored 4 symbol set i prefer

Paraná, Brazilbill_play37 years ago

The bots never seem to be too far away from the saferoom: 2-3 seconds at most, if they walk straight into the saferoom... but well, can't do much about bots dancing or contemplating life right before the saferoom. And I did try it with the director. The bots didn't seem to get stuck at all on the zombies. They can't path to you after you get back inbounds so the warp should be as quick as an idle teleport is usually.

Also, on the finale, I kinda doubt if it's worth to go for the jesus spots, as the setups take a bit long or are too brutal to execute consistently (without dying to commons or specials on Expert or having your barrel flung away or your box broken). Using the bots made the finale about 4min long last time I tried and using one setup that I found it took almost 5min. You could argue that the setup wasn't well executed, but the point is that if it's too hard to execute maybe you shouldn't go for it or else you will probably lose time in the process.

Hopefully none of these setups is too much faster if done well, or else the IL's gonna be a pain...

GrandestDad likes this
Paraná, Brazilbill_play37 years ago

So I was messing around on Ravenholm 2 to see if there was any bot warp setup or something that could be done to not play that map on Expert. I ended up founding some tank boost possibilites, but ultimately I found this: I got a bit excited about it, so I decided to share it here.

GrandestDad likes this
Paraná, Brazilbill_play37 years ago

Warcelona was a good campaign. It's been a while since I played it but it had some good skips. Also, gotta remember the grenade launching at the finale.

Drop Dead Gorges was quite interesting. Map 1 had a good skip and a potential grenade launcher spawn that wasn't so rare. Solo also has some technical movement to save some time and a possible propane tank drop. Map 2 has a free common jump right at the beggining that saves quite a bit of time and another boost later that skips a little bit too. The finale has some coop jesus spots and maybe one for solo, but if it was a jesus spot, it was quite finnicky. There's a safe spot though, where zombies don't really get to you and walk off, so I guess you could call it a cheese spot. Good campaign, would vote it in.

Blood Tracks was.. interesting, but I have some mixed feelings about it. While the campaign was very well made, with custom music and even custom melee weapons, it felt a bit straight forward. There weren't any coop only skips, but a lot of solo technical movement. Map 1 is a short map if you jump around some stuff. Map 2 has a dialog/crescendo skip via any sort of boosting. In map 3 I guess that you could throwable boost to avoid the tank, but not sure how worth is that. It does skip a horde though. Also there's a jump over a fence that saves some seconds. In the finale, there's a jesus spot that can be common boosted to with ease, so there's that. Getting from the jesus spot to the actual rescue point can be a bit rough, so playing the finale on Easy is advised. There was some good stuff on this campaign but i don't know exactly how i feel about it. Could be in the category if there's space for it.

Dark Blood 2 isn't a campaign that I played myself, but I watched Master trick checking it on his stream and it looked quite nice. Some good skips and quite hard scavenge finale, so I approve that one.

GrandestDad likes this
Paraná, Brazilbill_play37 years ago

the L4D symbol looks the best to me so far. maybe color the silver one a bit darker just so you can see the 4 a bit better? not really necessary but an idea for it

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Paraná, Brazilbill_play37 years ago

Since no one mentioned anything else on this thread, I guess that it needs more opinions. I totally agree with Cyberdemon: Master is quite active and has a lot of interest in the game. The ideas brought up are pretty nifty, like making the rules on the timing clear and the 1st-3rd place icons. He would be a good mod for this game.

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Paraná, Brazilbill_play37 years ago

I'm opposed to the command because it removes a bit of the game's natural element and because it's not such a trivial thing, like an option on a Settings menu. The darkness surely influences in the game: sometimes Specials blend in the environment because of the colors or throwables/consumables are hard to see because they are in a dark spot.

Sure, you could argue that everyone could use the command, but the main thing to me is that it removes one of the main elements of the game, so I don't think it should be allowed.

Paraná, Brazilbill_play37 years ago

I tried Suicide Blitz 2 and Urban Flight.

Urban Flight had quite the potential. Good bhopping areas, many skips and a good environment. The finale is a bit hard on solo but has a good coop strategy. This one is pretty high up in the list.

Suicide Blitz 2 had an awesome environment, but on solo it lacked quite a bit on skips it seemed. There are some coop skips that i saw. I kinda rushed through the map because i knew it somewhat already, so I might have missed some oportunities. Regardless of that, still a good map, but there could be better ones I think.

GrandestDad likes this
Paraná, Brazilbill_play37 years ago

i think the loadless should be the default one, because that time is the determinant one, right? unless i got the "default" concept wrong

Paraná, Brazilbill_play37 years ago

wasn't 11 exit called any% a very long time ago?

Paraná, Brazilbill_play37 years ago

Played Energy Crisis, We Don't Go to Ravenholm and Detour Ahead. Energy Crisis was a really meh campaign. Had a good skip on level 2 and a creative finale but most of the campaign was very straight forward, so it didn't feel very interesting.

We Don't Go to Ravenholm, comparing to City 17, was a lot better. Maps 1 and 2 have some very good skips and the finale has some jesus spots. Would recommend the map for the campaign.

Detour Ahead was a cool campaign. Not so strong on solo as it seems to be on co-op, but still good. Surely a candidate for the category.

GrandestDad likes this
Paraná, Brazilbill_play37 years ago

I think what you could do for multiple campaign runs is use changelevel then call a vote to restart the campaign, which is also clumsy, but allows you to "unbreak" the cutscenes. this way at least you keep everyone in the game if you are doing coop and it wouldn't be such a time loss

Paraná, Brazilbill_play37 years ago

i played city 17 today. me, my friend and 2 bots on advanced. there were some very tough parts, specially chapter 2 and the finale. the map overall was good though. without many skip possibilities, but good. already found a skip on chapter 3, a really big one on chapter 4 (still need a stuck spot for it though) and a possible jesus spot for the finale. the map was taken directly from HL2, so it has the correct Valve feel to it

GrandestDad likes this
Paraná, Brazilbill_play37 years ago

and by the way, if you think that some info should be added to the splitter's readme, just post it here and i'll update it

Paraná, Brazilbill_play37 years ago

the autosplitter has been uploaded to the resources page. you can record your game running and teleport to saferooms, activate finales and load new campaigns and check frame by frame on the recording to see exactly when the splitter pauses the timer. remember to compare your time to Game Time on LiveSplit

Paraná, Brazilbill_play37 years ago

i guess we just need a mod approval here. so we can change the rules when the autosplitter is ready

Darkossz and Rawrica like this
Paraná, Brazilbill_play37 years ago

Also, I tested some things with the load time removal and discovered that the times without loads are put into the "Game Time" section of LiveSplit, so it times both RTA and Game Time. I guess i'll just leave the feature in and then we can decide whether we use RTA timing or Game Time timing

Paraná, Brazilbill_play37 years ago

I'm currently working on an autosplitter for LiveSplit and I pretend to release it for everyone once it's done. It should work for every relevant category for this game. Considering that a few people complained about loading times in the past, I thought about implementing a feature on the autosplitter that would remove loading times, removing most of the hardware factor that could be different between runners. If every one agreed in using this feature on the splitter, then i would make it part of the script. So first of all, does everyone agree with removing loading times? And if so, what could we do to the runs that used RTA timing? My suggestion would be retiming the top 3 runs for each category and leaving the rest for the runner to retime. Mods could add a comment to the not retimed runs or perhaps adding a new column for game time and keeping the current times on an RTA column. Sure, it would be a lot of work. But i guess that this sort of transition happened in every game that now uses timing scripts (like some other Source Engine runs). So, what are your opinions?

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