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hangtime2

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hangtime2

Postby springy » Dec 25th, '13, 2:24 pm

To everyone who has played hangtime2:

I'm considering making a pro-hangtime2. I know some people already have times logged in the first version, but its still early and I think it might be worthwhile to fix all the bugs and way-to-difficult spots that people have pointed out to me.

Those of you who have times already, I'm sure you will beat them easily in the new slightly easier version.

Please reply with whether or not you support this, and any suggestions you have for the new map:)
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Re: hangtime2

Postby Timothy » Dec 25th, '13, 2:42 pm

I think the current version is fine as it is. The only thing that bugs me is the railgun bug in stage 6.
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Re: hangtime2

Postby springy » Dec 25th, '13, 3:19 pm

Possible changes I have thought of:

*Noob surf slopes everywhere*

2-3: slightly less maxxed
2-4: fix missing number plate
2-8: fix misaligned number texture
2-10: make distance a little easier
3-2: change shape so you cant accidentally ramp back-facing slope
4-5: (slick wallstrafing) make final jump 8 units shorter
5-9: make final jump a tiny bit easier
6-2: fix weird init
6-5: might find a way to make this one more interesting, or slightly harder
6-6: slight spacing fix
6-9: red X way easier, haste longer


About the spacing: I like it in most places, but open to suggestions.
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Re: hangtime2

Postby h@des. » Dec 26th, '13, 1:32 am

no
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Re: hangtime2

Postby mu-cki » Dec 26th, '13, 1:40 am

Map is good as it is right now :)

Better do stages as single maps instead of a new "pro" version (which is been easier [weird name convention] than the actual one)
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Re: hangtime2

Postby springy » Dec 26th, '13, 4:30 am

Okay then it is settled, no fix version will be made.

You can still use this thread for suggestions on the individual stage maps.
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Re: hangtime2

Postby Le another black niger » Dec 26th, '13, 4:52 am

The map is good, the only worthy reason to make different version is, that tricks often fail due to random obs on slopes (no speed from slope).
Biggest pain on 1-2, 1-6, 3-3, 3-5, 5-4, 5-5, 6-6, 6-8.

As for making things easier - i like how hard they are atm.
For example, check attached demo, thing is doable every time (wouldnt say that about some other tricks).

Other possible fixes
3-3 noob surf on slick
4-4 noob surf to prevent random ob after jp
6-3 noob surf on steps
a few teleports produce sticky obs!
relocate oldstone textures - it spoils common dir, if mapper has your map in his mapping q3

As for alternative mapname - it might be 'hangtime2' or 'hangtime2df', current version can be deleted.
You do not have the required permissions to view the files attached to this post.
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Re: hangtime2

Postby Nosf » Jan 2nd, '14, 10:22 pm

first of all, don't delete the original map pls =) in case you want to do easy version of hangtime2, I'll just write my opinion on every trick of the map:

1-1 is perfectly OK :D
1-2 a bit hard strafe
1-3 a bit hard strafe
1-4 is good
1-5 is good
1-6 is good
1-7 quite hard strafe
1-8 pads are strange, going full speed on them hurts a lot, they can be adjusted
1-9 a bit hard strafe
1-10 a bit hard strafe
2-1 quite hard strafe
2-2 quite hard strafe
2-3 is actually harder to be done because of tp being at same level as the final platform - when you hit the very edge of the platform you will be teleported anyways, so my suggestion is to lower the tp
2-4 this trick hurts people with right cj, can be a bit easier considering that
2-5 a bit hard strafe
2-6 not so easy to avoid tp, hard sloping
2-7 a bit hard strafe/slick
2-8 is good
2-9 a bit hard slick
2-10 is a hard strafe with random turn; should be much easier to be easy
3-1 quite hard strafe
3-2 quite hard strafe
3-3 hard strafe
3-4 quite hard strafe
3-5 hard strafe
3-6 hard strafe
3-7 hard airstrafe
3-8 >:D I actually learned how to do that, but it's goddamn hard atm because of the 2nd slope and the perfectness of required airstrafe
3-9 is good
3-10 I feel like pads in the end are badly placed and the trick can only be done with hard accel control. Also the ending window is much more to the right as it was to be expected =P
4-1 good
4-2 good
4-3 a bit hard airstrafe
4-4 good
4-5 quite hard wallstrafe
4-6 quite hard wallstrafe
4-7 a bit hard strafe
4-8 quite hard strafe
4-9 is completely random to me. I mean, I can't imagine it not being random, I also feel that it requires 640+ 2nd jump. And it's all because of the ending slope is far too high
4-10 is random because of the final hole, it's too small. and strafe is not easy
5-1 is good
5-2 is random, the final door object is too far away, as well as that first jump thing. And the door delay can be just 0.5 sec higher
5-3 is good
5-4 is good
5-5 is good
5-6 can't understand how it should be done, but I feel like I'm being lucky every time with it :D slick can be easier
5-7 quite hard strafe
5-8 quite hard slope
5-9 quite hard strafe
5-10 quite hard strafe
6-1 is good
6-2 is buggy because of rail ammo, but it will be good if it's fixed
6-3 is good
6-4 is good
6-5 is a trick that cannot be failed :D may be a bit harder
6-6 is good
6-7 quite hard airstrafe
6-8 hard strafe
6-9 hard strafe
6-10 personally, it's my favorite trick, but I understand it's really hard. the pyramid can be lower
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Re: hangtime2

Postby springy » Jan 3rd, '14, 8:51 am

thanks nosf its great that you took the time to put down your opinions

A new version wouldn't really be an easy version, its a hard map:)
It would just be a version where no parts feel retardly maxed out, even to good strafers.

here were my thoughts (I'll only mention jumps needing change)

ob protection on all slopes and 4-4

1-1 make 1 unit easier
1-4 make a little easier, higher jumper position

2-1 tiny bit easier
2-2 tiny bit easier
2-3 make easier by fixing tele
2-4 tiny bit easier
2-6 tiny bit easier
2-10 easier distance

3-1 bit easier
3-2 tiny bit easier
3-6 tiny bit easier
3-7 tiny bit easier
3-8 make 2nd slope a cut-off ramp (easier)

4-10 tiny hole at very bottom 1 unit wider on each side

5-2 slightly easier jump distances
5-7 slightly easier distances
5-9 last jump a bit easier

6-2 fix rail bug
6-3 fix jump crouch, only allow walk off
6-5 make harder/more interesting
6-8 make first gap cross a little easier
6-9 red x easier, next jumps nicer spacing

even if there's no new version, this still applies to the individual tier maps
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Re: hangtime2

Postby h@des. » Jan 8th, '14, 4:05 am

Nosf wrote:2-3 is actually harder to be done because of tp being at same level as the final platform - when you hit the very edge of the platform you will be teleported anyways, so my suggestion is to lower the tp


This is true and it would be nice to be fixed for the individual maps. Maybe it was done on purpose, but I keep ramping it (hearing the landing sound but still getting tp'd)
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