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RNG-reliant at the end? Still not entirely sure how effectively the enemy pathing can be manipulated. Maybe it can be made consistent, but the window is incredibly small for this instance. I eventually figured out a semi-reliable route through the fight, but it took a long while before I could actually pull it off at the end of a solid run through the level beforehand.

This is a fun run, with or without turf abilities/mods, except for the fight at the end. That's real dang tricky, and I still don't have it anywhere near consistent. All the platforming is super precise and full of cool optimizations you can make, though. But I'm not sure what the deal is with the rooms being pre-cleared. I'm at a loss for what's going on there. I didn't even realize anything was up with that until I got my times and came here to post them.

I can still go fast if I instead elect to bypass the rooms, which is what I'd probably do if they were active, but I wouldn't be getting sub-30, that's for sure.

Mods used: Updraft, Light as a Feather, and No Time to Waste.

Scorebord
Niveau
Apocadesert: Arena City
Categorie
First Trip
Category
Any%
Extension
-
Run
Rang
Eerste plaats
1st
In-Game Time
0m 28s 620ms
Datum
27 days ago
Platform
PC
Details
Geverifieerd
19 days ago
Ingestuurd
27 days ago
Game statistieken
Volgers
70
Runs
232
Spelers
30
Laatste nieuws
Run Submission Rules + Extensions Explained!

This is only gonna be a simple rundown of the submission rules:

  • Please pick the correct platform and category!
  • Please use the In-game timer field and leave the other time field empty!
  • Remember that Demon Turf runs on Centiseconds instead of on Milliseconds. So don't just type "47" but
3 years ago
Laatste threads
Geplaatst 3 years ago
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