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Old 09-02-2013, 06:33 PM   #1
ddm999
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ff_bhoprace_lines

http://www.snarkpit.net/index.php?s=maps&map=3538

So, after making this map, I spent 20 minutes and 200 attempts at it and finished it twice.

It's pretty damn fun.

Bear in mind you prolly shouldn't have multiple people go at the same time though, because they'll jump on each others heads and stuff. It'd be cool to see how fast you can do it that way though...

Lua tracks exactly how fast you take and whether it beats your old personal best and whether it beats the current best time (in each session - I couldn't be arsed to use SaveMapData :P).

It's damn difficult though.

You need to stop bhopping in some places to go slow enough to actually get round places, and even slightly tapping the red will (most of the time - blame the Source engine) kill you. Oh, and in some places you HAVE to trimp or double jump to get across.

:DDDDDDDD

Now I wanna see what times you guyses can do it in.

Also, ignore the fact that the first person beats 'no-one' by about 90 seconds because I couldn't be arsed to actually make anything apart from a work-around when the first person finishes.
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Old 09-02-2013, 11:56 PM   #2
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Cool map.

Code:
squeek. has just finished in 11.787878990173s, their new personal best.
I found that it's not really about bhopping as much as optimizing momentum by abusing the trigger_pushes as much as possible. This means that you actually want to touch the ground as many times as possible (since you can't airaccelerate nearly as fast as the triggers push you), rampslide as much as possible (very important), and avoid any trimps/doublejumps that you possibly can (there's only one place that I needed to double jump).

What is your reasoning for the trigger_pushes? To allow bhopping over the cap? It might be better to keep increasing max speed using Lua based on the player's current speed (in a very quickly repeating schedule), that way it's all about bhopping (but the map would have to be longer to be able to build up a lot of speed). You could also continually check for a minimum speed and reset the player if they go under it. That way you could remove pretty much all of the trigger_hurts against the walls and only keep them on top of them (since slamming into a wall will stop your speed completely).

That said, I do like the current dynamic of the map, but I don't get the sense that it's a bhop map; more of an overall movement map (which might be better?).

It'd be very easy to store the records with map data. I might write a base_race.lua (something something Starcraft).
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Old 09-03-2013, 02:40 PM   #3
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Well, I tried to base it off stuff in Kreedz and stuff, but I wasn't sure whether or not to make the trigger_push just on the ground, or whether I should fill the map with it.

I decided to just put it on the ground, and I dunno whether that's really the best idea now, really.

There is a trigger_push because that's how Kreedz Climbing does it (and that's what I was trying to really emulate), but I'd be intrigued to see it without the push, actually.

Also, I was lazy so ramps don't actually have trigger_push-es on them fully, which is also another reason it probably doesn't work as intended. :LL

And I should probably round it to 3 DP too, rather than leaving a full on float in the chat. Oh, and I was going to add a schedule to show who is in the lead if no-one manages to beat them 3 minutes after they set the record, just to remind people. :P

EDIT: The reason I used trigger_hurts (which aren't actually trigger_hurts, btw, they're trigger_ff_scripts set to just do player:Respawn(), which I didn't realise would just kill the player, I thought it would do the same as using ApplyToPlayer() and the respawn AT flag) is because there are some places where I didn't want you to be able to get on top of.

The entire first segment would have to be rebuilt if there aren't any trigger_hurts (challenge accepted).

2nd EDIT: And now I remember why the trigger_push is there:

It's to stop you being able to just go backwards and try stuff again, you have to carry on going forwards, and if you don't, you're massively slowed down (to 30 u/s).

And why does the speedometer not work properly when you're in a trigger_push, anyway?
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Old 09-04-2013, 12:40 AM   #4
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it feels super weird with the trigger push. i like the idea but dont like that aspect whatsoever. i played for only about 2 mins and got 10.2 seconds i believe but i wouldn't play it again.

I do like the time keeping part though, but it'd be nice if you could drop a few of the decimals lol 5 Decimal places would be more than enough
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Old 09-05-2013, 09:11 PM   #5
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Kinda fun. Doesn't really feel like a "bhop race" though, since bhopping too fast will run you into walls. It's more about being able to guess how fast you should be going to get over the obstacles and getting a lucky trimp in a couple spots. Also like squeek says hitting all the trigger_pushes at the right time.

zE did a similar map to this ages ago where you ride trigger_pushes while trying to maintain speed for a big trimp.

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Detpackinsons has just finished in 11.430053710938s, their new personal best.

Last edited by the_cake; 09-05-2013 at 09:38 PM.
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Old 09-07-2013, 10:14 AM   #6
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I made a base_race.lua. It's kind of crazy (I wanted to try out object-oriented Lua in FF), and it has (partial, untested) support for things that it doesn't need at the moment, like multiple different races, synchronous races, per-race leaderboards and whatnot.

But, the main thing is it should save and load records between map changes (stored by Steam ID). There are also the chat commands: !rank (to get your own rank) and !top <num> (to get the top <num> players, defaulted to 5, max of 15), and the timer and your PB shows on the HUD.

Here it is with ff_bhoprace_lines.lua modified to use it:
http://www.ffpickup.com/temp/base_race.zip

P.S. My best time is 10.7. I have a hard time believing alex's 10.2 claim.
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