Anima Zero

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About Anima Zero

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  1. Ammo wise, I don't think doing BK building first would be a huge difference on your rocket/cell count. As long as you have 75-80 rockets after collecting all the rocket boxes in the YK building after that, you should be in good shape for the rest of the map.
  2. And Oscillation map 7 UV-Max improved to a 12:06. Still some hiccups in the BK building and final battle arena, but hey, still 19 seconds faster. Nothing wrong with that. Oh, and I had three moments where there was very nearly a case of being dealt the X Gonna Give it to Ya card. Not surprisingly, said moments were triggered by viles. Also, if anyone wants to tell me how close I was to one BK arena vile roasting my ass when either I reached safety in time or my rocket managing to interrupt it, feel free to tell me because I still can't believe I survived that one.
  3. Well now, I haven't done a maxdemo in forever. However, Oscillation's map 7 having one of my favorite Megaman X fortress themes of all time got me in the mood to get a UV-Max done for the level. Time for the demo comes out to 12:25. Could be a good 30 seconds to a minute faster since I had a fall going for the first warp in the BK building (blaming nerves for that one though, considering the trap afterwards) while the final battle could have also been handled better. Granted, I died twice at said final battle in previous attempts so I was a bit on edge here (and almost got sent over said edge hard at one point).
  4. Ah yes, this was played back on a recent ZDaemon TNS session so I had a small bit of knowledge of how the maps played out. Emphasis on small. I was still blind for many spots of the levels. Even then, I made it pretty far...until I hit map 6. Find myself on a battle over metal bridges with some annoying viles & HKs. Suffice it to say the vile shenanigans managed to get me killed once again this month. A damn shame because I wanted to at least reach map 7 and get my ass kicked to the tune of Sigma's Fortress 2 theme from Megaman X1. For those of you in to close calls, watch the final battle of map 5. Amazed I managed to get out of that one. Overall though, this mapset is very good. One I'd recommend everyone do a full playthrough of at some point.
  5. Endgame - Survived in 1:04:15 Endpoint - Died on map 3 Endgame I remember playing on some survival sesh some time ago so I had a vague idea of how all the maps played out. Still didn't help me in one map where I spent several minutes around the 5-30 health zone. At the very least, I survived on one of the mapsets this month. Endpoint was going fine at first. Then, I think I'm clever by luring one of the viles past the rk door out and sneaking by the other one in map 3. Turns out they planned for that with a third vile and a couple rev buddies. Didn't have enough rockets to blast them aside easily and, with my infinite smartpants decision, think I can manage with my SSG there rather than try to go back up the elevator and clear things out there first. Ayup, the one time I really go aggressive and it bites me in the rear.
  6. Died on map 4 when a combination of getting lost and getting shot up by enemies left me very low on hp. Cue a random blue marine shotgunner thingy where I bungled a killshot and payed the price for it.
  7. Apparently I had the good fortune to cheat death about three or four times during this run. That all came to a screeching halt when map 11 came around when my latest episode of cheating death had me surviving with 7 health. Found a medpack, but that didn't help when a couple of shots got taken from a pair of chaingunners. Enter a room with like 20 health, see what's there, I say nope. Ok, should be able to turn around and.... *Turns around, spectre* *chomp* *dead marine*
  8. Also worth noting that both mentioned maps that haven't been vanquished are Darkwave maps, heh.
  9. Three people dying to crusher shenanigans in map 3....Alfonzo, you might have to think up a name for those crushers at this rate, heh.
  10. I just love wads where you have to blast through narrow corridors chock full of monsters you have to kill (not!). I also love how map 5 gives you a secret where you kill two enemies, lower a wall, kill two more enemies, lower another wall. Keep doing this like five times until you get to an invis sphere that release like two dozen imps. That's good and all, but me being on 18 health when those imps got revealed and making it harder to dodge those fireballs as a result of being invisible didn't exactly end well for me. Not exactly a fan of this wad honestly, especially the secret hunt in map 4 that almost made me ragequit.
  11. *Sees map name, realizes it's a Death-Destiny map* Oh. Crap. Got into the triple digit enemy kills at least and got past the trap that I suspect is going to get a bunch of people killed early. Shortly after that trap, an imp & vile didn't like my hiding spot while I was trying to snipe down a bunch of viles & chaingunners with my plasma gun (and wondering where the hell some damned armor was) and I took a ride on the death express courtesy of the archvile conductor in blue corner #5.
  12. If one gold obit in a session wasn't enough, here's another!
  13. Heh. I actually tried to go fast on vv2. Clearly that worked well for me ;D.
  14. vv1 - Died at map 6 to Malcolm & Dumont's distant cyber cousin Ralph. No health in the area + me being at 6 health = Splash damage funsies! vv2 - Died at map 4 after entering the PG room and basically eating everything, then deciding to casually strafe into an imp fireball like a dingbat.