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Author Topic: Maps designed with speedrunning in mind?  (Read 206 times)
Offline  snufkin
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Posts: 170
hurtme -9999999
So after trying out jump_orbital and seeing the speedruns of it I noticed how the map includes elements to it that encourage speedrunning (the ramp slides for example and it being continuous instead of using teleports in between jumps). I was wondering whether you prefer maps that are devoted to speedrunning, or maps that don't include any speedrunning elements at all, or do you prefer a mix of the two?
   
Offline  Rokio
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Posts: 11
I think any map that doesn't have any speedrunning elements is just a bad map. Most maps will have some aspects, whether intended or not, that facilitate speed runs; but maps made with speedruns in mind will have the most replayability imo.   No one wants to crouch walk through a vent for 30 seconds or jump through minimum sized holes every time they do a run.  And no regen on long connecting corridors is pretty lame too.

After playing it a lot I think void is a good example of a balanced intermediate map.  Orbital was fun, but it's a little too easy/short.  On void, you could spend a lot of time getting a perfect run with all the potential strats in there.  Still presents some challenge and/or fun to good jumpers, and is difficult enough that newer jumpers can practice on it for a long time without worrying about speed.
   
Offline  X_DIAS
Rocketman
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Posts: 643
The world is a cube
  No one wants to crouch walk through a vent for 30 seconds or jump through minimum sized holes every time they do a run. 

orbital and grimace coming to mind
   
Offline  dellort
Rocketeer
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Video Maker Extraordinaire
Posts: 294
continuous instead of using teleports in between jumps

Continuous is good if it's set up like jump_void or jump_pizzanbeer, otherwise teleports are a better option. Spending half the run going through corridors and trying not to get caught on props is stupid.
   
Offline  The BQE
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Posts: 135
Like that dumb thing hanging from the ceiling after orbital #8 (?). 
   
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