jongo
Member
Posts: 281
Registered: 07-07 |
Thanks for a feedback :)
And the interface is really comfortable, the only annoying thing is that program crashes sometimes. Though i can live with it :)
Now will come a long part, so if you dont want to waste your time reading it - dont bother too. It's just my thoughts in case anybody gets interested in building a better demo.
About xit-vono's suggestion - yes, it is possible. You have 135 tics at your disposal before the lift starts raising. It is almost perfectly enough to get the secret and come back with nomonsters. There are even some "free" tics left and if the imps would behave good (quite possible, but requires a huge luck) it is manageable with monsters either. So, what can one do in 135 tics? Firing a pistol takes 14 tics:
1)the game waits 3 tics after you pressed a fire button, and on the next tic the gun fires --- we get 5 tics counting the FW one.
2)then come 9 tics of post-firing animation.
On the 10th tic you can press fire button again, then wait 3 tics, aim... an so forth.
So, you have enough time to fire 10-11 bullets if you start firing in a zombieman+imp hall just before entering the main room. It equals a maximum of 150hp damage. It means you can take away only 2 imps and a zombieman if all the bullets make maximum damage (i do the same
with a chainsaw).
The problem is choosing what monsters should you kill - e.g. you can fire a bullet in a zombieman on the way to the lift (before entering the main room), then fire another on the way to the "last" secret. But it's impossible to kill his nearest imp without slowing down or standing still. On the other hand, it's easy to kill the imp beside the "fence". But what about other 4-5 bullets? With this tactic one of them will be fired just near the secret. Shooting the imps that come out of there is pointless - they will stop moving and you'll get stuck unable to trigger the secret. So this shoot must be wasted on the imp on the lift.
Well, probably you can hurt as many imps as possible, then chainsaw them on the way back from the blue room? Seems too long for me. And yes, you can hurt some of them hard enough and shoot two imps with one shotgun shot later. Though it feels slow too. In txt i mentioned the fact that i dont lose any time triggering the last secret - shotgun reloads so damn long that i even need to stand a little in the exit room waiting for the animation to finish.
Killing all 5 imps with a rocket in a "shotgun room" would be nice. Though i'm almost sure it is impossible without going in the centre of the room to make imps "gather in one place". Let's assume it is possible and we dont lose any tics going around them. Then the perfect case would be as follows: after taking a shotgun you start going to the exit room, kill 2 imps with one shot as early as possible, then open the exit room, kill the remaining bastard and finish the level.
OMG luck is needed for this: One of two imps should be hurt at least once (with a maximum 15hp damage of pistol) and shotgun should make its maximum 105hp damage, which is really rare (if the numbers are correct at all). "Fence" imp must be dead. All the others sawed earlier with maximum damage of a chainsaw or you wont win that much time.
Anyway, i feel this route could cut 1s in the perfect case, but aforementioned "king sized patience" is a must here.
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