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Messages - Rokio

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1
General Discussion / Re: Beginnings 2013
« on: November 27, 2013, 03:46:11 PM »
A competition like this is an interesting experiment at the very least.  As far as speedrunning not being popular, I think that's true and largely due to accessibility.  Plenty of people run the same maps over and over (How many times have you seen 3-4 of the main servers simultaneously running Beef/Quba/4Starters?) but most servers/maps don't make it obvious how to do speedruns. 

I mean, I've been jumping casually for a couple years and this is my first time really trying speedrunning, like making teleport/record binds, etc.   I'm not even sure how speedrunning works on the iT servers now.  There used to be frogs and stuff... I don't know. 

If the process were more transparent I think a bunch of the people who do those maps over and over casually now would get into actually speedrunning them, thus bumping up the number of people who might be interested in this kind of competition.

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General Discussion / Re: Beginnings 2013
« on: November 25, 2013, 04:37:29 PM »
I can understand this type of curve, assuming that the goal is to determine the absolute "best" jumpers, since times in maps that are too easy would be so close for the top people.  Of course that also means that after the first couple stages it's only the pros who will be competing, which may be what was intended after all, like eliminations in a tournament.

If it was meant to be a friendly competition to get noob and "pubstar" level jumpers invested more in the jumping community, it could have been handled a bit differently I guess.  Maybe that's an option for a future competition.  Something where people of lower skill level can still complete the maps, and are motivated to compete with each other, even though they realize that they won't be beating the big 10 or whatever at the top.  Losing 70% of your competitors after the first week doesn't seem ideal in any case.

It's also just the fact that this is a first attempt at something like this, and since the maps apparently aren't being tested by multiple people beforehand, it's understandably tricky to balance.

3
General Discussion / Re: Beginnings 2013
« on: November 25, 2013, 01:37:17 PM »
Yup Typh looks like a cool map if you can do it; but it seems like it's gonna be the one in this competition that weeds out time submissions to ~10 people, or at least makes the gap in times between top 5 and bottom 5 over an hour :p.

If the curve keeps up it feels like the next 3 weeks will just be watched by the majority as ROTWs.  Though I'm still happy to see new maps to practice on.

4
Jump IT / JuJump iT / Re: Changes to iT! Servers
« on: November 22, 2013, 01:43:15 PM »
I wonder if it would be possible to offer something like, monthly server sponsorships to motivate donations.

Like if someone donates enough to cover the monthly cost for one of the servers, they get their name in the MotD "Sponsored by _____" or in a login echo or something (don't know how it would work technically.)

I'll bet there are people who would donate semi-regularly for that.

5
General Discussion / Re: Beginnings 2013
« on: November 22, 2013, 01:27:47 PM »
In the first jump, if you just aim slightly further ahead on the left wall portion you'll clear the jump no problem.

Thanks. It's mostly the consistency thing that I need to work on.

6
General Discussion / Re: Beginnings 2013
« on: November 22, 2013, 09:53:11 AM »
If you can figure out the timing for telesyncs, you can figure out what height to shoot off the first wall and where to left wall jump to do it right on the first jump.

You'd think so, wouldn't you...

Some of the time I can get it no problem, but other times it takes several attempts.  I like that the map has multiple options for most jumps in any case.

7
General Discussion / Re: Beginnings 2013
« on: November 22, 2013, 12:50:17 AM »
Easier way to do void 14?

jump_void jump 14 syncs


It's slower than getting it right the first time; but sometimes it saves me on this jump that I'm extra terrible at....

8
General Discussion / Re: Maps designed with speedrunning in mind?
« on: November 20, 2013, 11:13:37 AM »
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.

9
New Maps / Re: jump_competitive_b1
« on: November 18, 2013, 01:12:20 PM »
I really like this map. Lots of fun. I can vividly imagine the hell of 20 people simultaneously attempting the up dropdown jump or typing !hide though.  And there seems to be some kind of invisible wall in front of the starting wall for the first process jump which makes it a little weird.

10
General Discussion / Re: Beginnings 2013
« on: November 18, 2013, 03:44:40 AM »
Better to get the synch in the transition of course.  But yeah, somehow that jump is one of the most annoying in the map if you miss it the first time.

11
General Discussion / Re: Beginnings 2013
« on: November 16, 2013, 07:29:01 PM »
Might be worth noting for anyone running a Highframes/Maxframes config that you need to set r_3dsky to 1 in your autoexec.cfg in order to see the final timer for jump_void.  The map looks better that way too.

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