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Nine Inch Heels

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About Nine Inch Heels

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  1. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    Here's a 14:25, including a vile jump to skip the switches on the platforms. Probably the last demo I record for this map until the next version, that is. flotsam_beta2-07_1425.zip A last thing I noticed was that the drip feed of monsters lasts quite a bit. I still had stuff spawning in at 10:30 in this demo. I dunno how these spawns are timed and set up, but I think that, if people really push the map to 12:xx or lower, these spawns need to happen faster in order to not cap the UVmax potential the map has. I guess the last thing people might want in a really good run is to wait for the last few things to show up.
  2. Believing isn't knowing. And just because a million parrots sing the same song without providing any sort of evidence, it doesn't make it real. Evidence for evolution has been provided time and time again over decades, evidence that supports intelligent design is non-existent. And that's the end of that discussion as far as I'm concerned. For the record I am a religious person, believe it or not, but trying to force the idea of a celestial diety into fields of science is something I find preposterous. Also, for future discussions here's some good advice: If somebody tells you that intelligent design is fact, just because science can't explain absolutely every little detail about what happened when during evolution, said somebody - who constructs arguments like that - is full of shit.
  3. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    Are you sure they can't hear players before they teleport in? I'm quite certain I tried using a silent BFG trick there in my demo. Also, beftore I forget... Vile jumps for map 7 can fail at times because viles get caught in infights, imo the platforms should be raised to make them at least slightly more reliable. I would also like it better if that "assembly of uselessness", aka the weapons that are only there to avoid forced swaps later were stacked underneath the player start, and ideally that door to the invul could also open faster to make the map more "agressive reset friendly".
  4. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    Maybe I can make this work at some point: I_tried.zip Unfortunately I got bumped into a cybie rocket.. Might be more doable than I thought it would be, but god help the poor soul who wants an optimal max, heh...
  5. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    I tried that a couple times, the reason I couldn't make it happen properly at all is that the cybies are really prone to just knock back before you get your hands anywhere near the switch, and even if that worked out, there's still the issue that grabbing the invuln near that switch is gonna be down to chance as well. I'm not sure I would wanna grind the map that way, to be honest. Seems like a recipe for frustration
  6. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    So here's another demo for map 07, finishes in 16:xx, so it's probably less annoying to watch, though I played it pretty lame from a certain point onward. I wouldn't be surprised if the map can be maxed within 12 minutes with hardcore dicerolling. flotsam_beta2-07.zip What happened this time was that some turreted trons and mancs survived, admittedly I basically forgot to kill the mancs when going for the switches where all the pinkies are "stashed", but as it stands I think the map could use crushers which activate after the sequence that opens the exit has been completed. Clean-up duties are fine and all, but I feel like knowing that at least everything that's turreted outside the "playspace" is guranteed to be dead at a certain point would help with the actual clean-up in the playable area, because people can concentrate solely on the playable area instead of looking for turrets that somehow didn't get killed during infights or something. It's a minor point though.
  7. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    So here's a demo of map 11, got killed by the last 3 cybers, they literally all took a step forward and fired simultaneously, leaving me with no way to react properly at all. I'm not super butthurt, since it's a short map, but I can't help but feel that I deserved better than not having a realistic chance in that moment. On a side note, I'm not sure if the way I played that map was correct/intended in the first place, but I guess it kinda works out if one is willing to roll the dice. flotsam_beta1-11.zip
  8. Nine Inch Heels

    Slaughterfest WADs: Pro or Anti?

    There are non-slaughter maps by ribbiks in SunLust or the Stardate sets, obviously I'm not gonna go through all the mapslots here for the sake of being lazy :P
  9. Nine Inch Heels

    Slaughterfest WADs: Pro or Anti?

    just play ribbiks maps that aren't slaughter
  10. Nine Inch Heels

    simple Question

    D:\your\GZDoom_path_here\GZDoom.exe -iwad doom2 -file bdyaddayadda -skill X -warp XX -record whatever
  11. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    Here's a slow play through of map 07 (UV). Ended up loosing my sense of orientation several times because of how the map looked the same to me in every direction when I was standing in certain spots. Also ended up looking around for random remaining monsters a bit, the two stuck former humans at the exit that I overlooked all the time sure did confuse me, because I thought there's gotta be something turreted somewhere else that I didn't find or whatever. Anyway, fun map. Have a demo, it's nothing special and anything but optimized, just the first exit I got: flotsam_beta1-07.zip
  12. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    Good pillars: flotsam01_pillars.zip
  13. Nine Inch Heels

    Flotsam - 12 hard boom compatible maps

    Oh, this makes me feel warm and fuzzy inside...
  14. Nine Inch Heels

    Why the first 3 maps of Plutonia are so bad?

    Quick reminder that people back then didn't have the powerful map editing tools that we take for granted these days. Regardless of what your personal opinion may be, the fact remains that id was willing to pay money for the maps which the Casalis were able to put together with their rather lacklustre editors (compared to modern editors that is).
  15. Nine Inch Heels

    Slaughterfest WADs: Pro or Anti?

    Nobody is denying you your personal preferences. But when you say that you're *disappointed* when a map does not cater to your personal preferences, it does come across as if you felt like mappers needed to design their content with your preferences in mind, and that's what I think was the point rd tried to get across. The way you phrased it just had a "weird" ring to it.
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