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About j4rio
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If you mean that cringy mapinfo crusade, I was basically the only one standing behind you, and even that was out of pity. The passion understanders and community split preventers were all feeling sadness that you go through when you unfortunately have to put your rabid puppy to sleep.
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plutonia map 23 tyson 52:33 pl23t5233.zip
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map 32 tyson in 0:48 lv32t048.zip
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map 30 tyson 4:50:36 sc30t29036.zip
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e2m4 tyson 3:33 t2m4-333.zip
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e1m6 tyson 7:56 t1m6-756.zip
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e1m1 tyson 0:44 t1m1-044.zip
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map 7 tyson 5:32 lv07t532.zip
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map 30 tyson 1:14 lv30t114.zip
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map 29 tyson in 2:58:33 evit29t17833.zip
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map 25 tyson 4:58 map 26 tyson 26:47 map 27 tyson 15:40 map 28 tyson 5:56 evit25t458.zip evit26t2647.zip evit27t1540.zip evit28t556.zip
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map 3 tyson 5:35 map 4 tyson 8:13 map 6 tyson 4:09 map 7 tyson 5:35 map 8 tyson 5:40 map 10 tyson 9:05 evit03t535.zip evit04t813.zip evit06t409.zip evit07t535.zip evit08t540.zip evit10t905.zip
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29 is kind of in this weird spot of being just barely undoable and lacking maybe just a few nudges to tip the scales. That dehacked caco spam cave, if considered in a vacuum, can be almost entirely pistolled out if you save up every available pre-placed bullet throughout the map. You could actually do that through the sheer power of attempt hurling. Basically everything can be taken out without bullets, but the main issues are obviously those 5 cyberdemons spread throughout the first few rooms. The first two can be sort of taken out by random chance - first waking up just one carefully from stairs and waiting until it's coupled with all those hell knights, prompting it to shoot and praying it dies off quickly. The second one should then join leftovers and ideally get as damaged as possible, at worst leading to situation where it has to be punched out with basic fist. The third one is a non-factor most of the time - just run behind him, wait until it's surrounded by accompanied revs and shoot a single bullet at him to prevent him from retaliating against the angered rev mob. The next pair of cybers are, however, an issue. Given that they are rigidly stuck on a small platform and with only limited amount of monsters they can infight (including the rev and caco groups from previous room), there's very little influence that can be exerted here. There's about 1 in 10 chance that one randomly dies off, which is the ideal case scenario (most common occurrence being that I have to spend about 200 bullets to take one out). There is actually a convoluted and risky method possible to take out the other surviving cyber once the first one is taken out. It involves a stationary revenant on a small platform close to the starting location. As you jump onto the "air bridge" that transports you to the second island far above, you mash sr50 into the air to the right of your direction and, if done correctly, should stop you mid-air with clear view for the revenant to shoot a homing missile at you. This missile has to follow you through next 3 rooms up to that leftover cyberdemon. This is extremely risky, but probably necessary. From the moment the projectile connects with cyberdemon, you have about 10 seconds to get the cyberdemon stuck on the leftmost part of his allocated platform. Thanks to wonderfully coded -cl11, after about 10 seconds pass, he'll lose interest in that revenant and shoot you instead. Besides this, there is very little more to the map. The last room should be doable on its own, sections with massive demon spam can be carefully handled, the spectre mass in the dehacked cave can even be cheesed by rushing to the rightmost alcove where you can punch them but they can't even bite you. I could probably do it using maybe 2-3 stitched segments with no other TAS features, but on its own it's a little too luck-demanding sucker. If somebody figured out a way to get out of last room with 400 bullets back to the section with dehacked cacos, that could be just enough to suffice.
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map 32 tyson in 4:04:00 evit32t24400.zip