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sshplur: 2004-12-19 12:15:46 pm
holding the record for the 100m dash and the e1m1 NR, consequently beating Thomas Bergendorff and Sergi Cami, there's a coupla scalps, right there, in Kay's hat!

if he could pull out a 24 e1m1 NR, and seeing his ace bhoppery reflected in the 100m dash and his Q2 bunnie explanation, i'd like to see what he can do with an e1m1 ER. it'll be a definite chop, i say!

if the latter could be run as smooth as its NR counter-part, i'd be interested in how far down he can take the time. perhaps even below the theoretical 20 second mark.

i just hope he can absolutely preserve the explosive boost upto the final switch (for the closing corridor). most runner lose all such speed at the said point and i do realise how hard it is, but anyway... i still reckon clearing the first slime pool wouldn't hurt at all. let's see how this goes if he reads this.
Thread title:  
The thing is that Peter's run is scripted (the barrel boost jump)... will Kay's run be scripted, too? I certainly hope not. I like Markus' and Mandel's runs on e1m1 much more than Peter's simply because of that.
im not a fan of macros and scripts either, and i'd rather do everything myself.

it's understandable why a script would be used since it's hard to determine how fast and far you're to swing 180 and back for+during the boost.

it's the runner's decision in the end, though the script can be spotted.
(user is banned)
Edit history:
Spider-Waffle: 2006-02-21 12:22:14 pm
Don't think!  feeeeeal
Why doesn't someone try with host_framerate?  Seems like you should be able to keep the boost from the barrel all the way even past the last switch.  Can't a barrel boost be the equivlent of two 49 damage RJs?  Peter didn't look to be going much faster if any than a RJ boost after the first turn then lost about half the extra speed after the first button press.  With keeping a 99 health damage boost through all the buttons and I don't know how much further, 18 or 19s seems about right.
Edit history:
Lag.Com: 2006-02-21 01:48:50 pm
sda loyalist
host_framerate is not allowed for SDA Quake demos because it makes the game too easy, it's okay for practicing though. Taking 98/99 damage from a barrel is hard but not impossible; the hard part is not losing the speed at the buttons. This relies on jumping onto the 'banisters' of the slope (not entirely easy when you're jumping off a downwards slope, as it cuts your height), jumping again off that, swinging to the left so the side of your model hits the button, and repeating.
Also, not getting shot when you're on 1-5 health would be nice.

This topic has come up a fair few times, and while I'd love to see it done, it gets shot down too often.

Oh, and a barrel does slightly less than 150 damage if you stand right next to it, for reference, compared to 50ish from a (self) rocket jump.