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Speedrunning friendly maps  - what should be avoided, what should be there

What are the main aspects to make a map speedrunning friendy? The most obvious is to stay clear of clip brushes which block players movement. But I'm shure there are more things. For example: can there be differences in weapon/keys/artefacts placement between skill 0 and 3? What is the minimum number of coop starts? And so on... Please share your opinion.
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Speedrunning friendly maps  - what should be avoided, what should be there
Hard to say.  Having an RL or GL helps Smiley
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What are the main aspects to make a map speedrunning friendy? The most obvious is to stay clear of clip brushes which block players movement.
No shit Smiley
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But I'm shure there are more things. For example: can there be differences in weapon/keys/artefacts placement between skill 0 and 3?
Swapping the GL and RL between the skills is probably a straightforward way of making sure the runs differ (as in msrj).
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What is the minimum number of coop starts?
4.  But why not add 8?  Is it difficult some how?
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And so on... Please share your opinion.
Making a map deliberately for speedrunning is always a slightly strange thing, as so much of speedrunning is about doing things the map author never intended.  I guess having an open layout with lots of slopes and some high explosives is a good start Smiley