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[RELEASE] Shmitzchamber

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Meh, less errors, but still not quite optimal makes it 3:46. http://www.youtube.com/watch?v=ifj_DdWcXVg

Tomorrow I'll do some runs without the turret. I have a feeling I should be able to get it below 3:30. I keep getting better at it and can actually do up till Too Much of a Good Thing more or less perfect every time now. Mmm... much fun! :D

Player1: Some really nice ideas early in the map but for example I can do the jump to the final room without killing any turrets, jumping right from the sphere room, and it isn't too hard (maybe I get killed 1 time from 2-3 tries).

Anyway I have played most of the custom maps but this is among the best 3 for sure :). Although I feel a bit let down because this was the first time I couldn't do a part of a map without help, I mean the last jump. Now I have seen 2 solutions for this: this one in the speedrun and another using the trajectory thingie. Which one is the intended solution?

Schmitz please carry on doing great maps, Accident Prone is also very good but I like it much better :)

Spoiler
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i don't know how to use the level dev kit, but if i tried it out, i'd probably design some kind of riven/myst style level that was a very non-linear/non modal space that you could go look for things in, to bring them back to other places.

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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Well I can barely break 4 minutes and a half due to sloppy play. I guess you win this time.

csimpok wrote:
I can do the jump to the final room without killing any turrets, jumping right from the sphere room, and it isn't too hard (maybe I get killed 1 time from 2-3 tries).

I've tried that... lots... never survived. Do you do the jump the same way I showed in the video?

I did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.

csimpok wrote:
I did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.

Meh I don't like that approach, since a speed run would then have to rely on luck :/

iamafractal wrote:
I don't know how to use the level dev kit, but if i tried it out, i'd probably design some kind of riven/myst style level that was a very non-linear/non modal space that you could go look for things in, to bring them back to other places.

I love Myst! with the exception of the final one
Mixing Myst with portal could make some VERY interesting maps. because linking books...no...linking walls :)

You should learn how to use the SDK a map like this would be amazing.
So you know, you can have multiple pairs of portals so you could have several linking walls permanantly open whilst still allowing the player to have two portals under their own control.

heh portals all over. who knows where you'll land...

--

The cake is a PI

--

Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

--
csimpok wrote:
I did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.

Hehe. I've found a much faster way :)

http://www.youtube.com/watch?v=y1jY5H6awp4

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