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doom2day
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Posts: 685
Registered: 08-04


Boom has a special version of dehacked which allows for the alteration of par times. I believe there is a way to imbed one of those patches into a wad - I may need to investigate that further. Anyhow, it's about time to start preparing for release.
Now it's time to submit par times for your maps
PAR TIMES (Estimates)
MAP01 : ??:??
MAP02 : ??:??
MAP03 : 03:30
MAP04 : ??:??
MAP05 : 13:00
MAP06 : ??:??
MAP07 : ??:??
MAP08 : ??:??
MAP09 : ??:??
MAP10 : ??:??
MAP11 : 05:00
MAP12 : ??:??
MAP13 : ??:??
MAP14 : ??:??
MAP15 : ??:??
MAP16 : ??:??
MAP17 : ??:??
MAP18 : ??:??
MAP19 : ??:??
MAP20 : ??:??
MAP21 : ??:??
MAP22 : ??:??
MAP23 : ??:??
MAP24 : ??:??
MAP25 : 16:30
MAP26 : ??:??
MAP27 : ??:??
MAP28 : ??:??
MAP29 : ??:??
MAP30 : ??:??
MAP31 : ??:??
MAP32 : ??:??

Last edited by doom2day on 07-30-07 at 14:12

Old Post 07-18-07 19:15 #
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Aleaver
Can't spll


Posts: 1235
Registered: 08-02


hmm map 25...16:30..

Also some maps where just sent in...Meaning that they where already built before the project was even underway..I may have to play through and get par times for them aswell. But this is a good Idea...It never even occured to me to do this.

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Last edited by Aleaver on 07-18-07 at 20:11

Old Post 07-18-07 19:56 #
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Use3D
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Posts: 4714
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Not important.

Old Post 07-18-07 20:10 #
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Grazza
Let's try Caesium


Posts: 12463
Registered: 07-02


I'd suggest not bothering with this. Unless they are more or less randomly assigned, it is a lot of work for a very minor feature.

If you are going to include them, then if they are to be of any meaning at all, then you need to make sure they are chosen in a consistent way (i.e. the same basis for each, such as playing on HMP and running straight to the exit as fast as possible). They would also need to be done by the same player, or at least by a small team of players who are roughly similar in speed. A slow and cautious player's idea of "as fast as possible" will be very different from that of a compet-n-standard player, after all.

Old Post 07-18-07 22:50 #
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doom2day
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Posts: 685
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Use3D said:
Not important.

Very true, but it isn't hard on the part of the person submitting 1, 2 or maybe 3 maps. Maybe they have to replay a map to get an idea of how long it would take, and I am willing to create the patch with the pars.

Old Post 07-18-07 23:05 #
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myk
volveré y seré millones


Posts: 15226
Registered: 04-02


Yeah, like Grazza says, if used they should all give the same rough idea for each level. Romero used his running time to the exit plus 30 seconds (although a few, such as Map02, seem inconsistent, at least with monsters). The Alien Vendetta team also included PAR times for their PWAD, and they used maximum kills times because AV is very max friendly, but they also had those times already from the previous release.

In my project I'll certainly be including PAR times for completeness, but haven't yet decided exactly what they will consist of. But I think they are worthwhile, because even if they only give partial information, they can help players get an idea of each level's scale in some sense, without really giving away any specifics, and they can also be useful in encouraging running type playing a bit if implemented well.

Old Post 07-18-07 23:21 #
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doom2day
Forum Regular


Posts: 685
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myk said:
Yeah, like Grazza says, if used they should all give the same rough idea for each level. Romero used his running time to the exit plus 30 seconds

Par for MAP01: 30 seconds....????
Well then ,we have a job for the beta testers don't we?
I propose the 100% kills standard then.

Old Post 07-18-07 23:45 #
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Kirby
Senior Member


Posts: 1586
Registered: 10-04


I'll double check, but I'd go ahead and say 5:00 for MAP11. I think that'd be a fair challenge to anyone anyways :P

Old Post 07-24-07 23:16 #
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pcorf
Senior Member


Posts: 1387
Registered: 06-05


Map09 - 3:30

Old Post 07-30-07 12:02 #
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