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doom2day
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Posts: 688
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 Jul 30 2007 at 14:12

Old Post Jul 18 2007 19:15 #
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Aleaver
Can't spll


Posts: 1240
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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 Jul 18 2007 at 20:11

Old Post Jul 18 2007 19:56 #
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Use3D
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Not important.

Old Post Jul 18 2007 20:10 #
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Grazza
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Posts: 12576
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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 Jul 18 2007 22:50 #
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doom2day
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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 Jul 18 2007 23:05 #
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myk
volveré y seré millones


Posts: 15281
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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 Jul 18 2007 23:21 #
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doom2day
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Posts: 688
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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 Jul 18 2007 23:45 #
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Kirby
Senior Member


Posts: 1670
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 Jul 24 2007 23:16 #
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pcorf
Senior Member


Posts: 1546
Registered: 06-05


Map09 - 3:30

Old Post Jul 30 2007 12:02 #
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