Qaatar
Member
Posts: 385
Registered: 06-09 |
Phml said:
Cool stuff. Although I'm not sure about that, I think pressing the switches in the red/yellow key room (lowering the walls connecting to the start room) might have allowed for stragglers to get to you quicker, around the five-six minute mark.
Yeah, I'm not sure either. Although I'm pretty glad that the hud's available, because there's no way anyone can get a decent time without a monster counter or extreme amounts of luck.
I think the main problem with the routes that we used (I basically copied yours and ggg's) is that there's a huge chance to leave stragglers. I don't know how many demos were ruined by searching for that annoying HK or imp in the poisonous sea or little crevices, and thus ending up with a 9 or 10 minute demo.
One thing that was amusing in the 7:08 demo when I replayed it, was the cybie dying in the poison.
Edit: watching the demo again, I guess the cybie was actually weakened by infighting and finished off by the revenant, so the poison was irrelevant. Have no clue why I thought monsters could get poisoned.
Last edited by Qaatar on 10-26-10 at 19:44
|