tehace

thc
thcdm13 - Simplicity

85 posts in this topic

The new version will be available within next patch and is currently playable on some hosts as thcdm13pro. I dont have a firm date of when that might happen tho.

 

 

V6.3

Its the current version where I work on sorting out the clipping issues :P if you happen to get stuck on some panels plz let me know.

Map is currently available on turbopixel hosts, my pl host (game.thc333.com), chicago shitshow, f3already (it might be outdated in other places).

V2

----------------------------------------------------

The modified version is now available as thcdm13-v2

 

it will stay that way until it can be included within a new patch just so I dont mess with people lm being valid on some host while being broken on others which will happen if I woudl just replace regular dm13 with it, yeah I know I will loose stats on f3 already but Im not a stat whore anyway ;p

 

map page - http://thc333.com/reflex/#third

direct screens - http://thc333.com/reflex/thcdm13

the most substantial change is this - http://thc333.com/re.../thcdm13-03.jpg

 

If you want to have a look at some games on it, stop by tomorrow for the minicup - more info here -

V1

----------------------------------------------------

Keep exploring the same concept of item combination while trying to keep the map compact and somewhat optimized for reflex movement, quite a few easy and progressively harder jumps, Im afraid that if you're new to the reflex you will have hard time on this map.

BONUS:

 

HAL_9000 vs rokky showmatch :)

 

Visual style inspired by minimalistic architecture concepts like

yeah Im aware that I have a lot of cut corners but I guess you dont run with such high speeds at home.

Big props to F14m3z for all the help, the broken tiles on the MH or the RA ledge are basically his creations, he also helped out with many other improvements.

 

Edited by tehace
Mazu, matt_au, Mizzu and 1 other like this

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We played a noob duel on it earlier today.

https://www.youtube.com/watch?v=I8wrVx9tV1Q#t=698

 

cool shit :)

 

about the initial spawns and the other guy getting 'nothing' I would argue that he didnt get anything because he didnt know what to do :) RA placement require you to make the jump (stairs/ledge/or just go around and make CJ) therefore occupying you a bit so the guy that spawned in the same room is suppose to get MH than YA becomes a point of contest :)

 

hal and rokky both spawned in that room in the game I posted earlier and it ended up with one butchering the other :D but by the time rokky pikcked up RA HAL was at 200/100 :)

 

that is an interesting point about jumppad though I have never heard anybody mentioning that.

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updated

  • added 8u bars for RG/RA platforms to allow the damage to go through.

link stays the same, updated the map on my pl/fr hosts/f3allready

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Remix Revision 1 Changes:

  1. Swapped SG and lower GA
  2. Raised RA platform
  3. Moved GL to new lower GA room
  4. Increased MH room window height

Thanks for testing dudes.

 

thcdm13armx: http://reflexfiles.com/file/244

 

I had that under RA entrance closed at one point but jumping out of it to MH from the platform and dropping and going down (supposedly to be a shorten route) ended up being very similar in time therefore it doesnt changed anything in that regard and it renders that SG area a death trap, I've added that wall next to it to cut line of sight, if you have it closed maybe you can try how it would play for you if you remove that wall (SG will not become that much deathtrap)

 

Not sure if you remember but we had those teleports a 2way in the center MH room with one going down exactly as it is now and it has very little usage, im affraid peopel are too used to them working that it might take abit to adjust and see how it plays out differently.

 

have you raised the water level in the MH? I cant seem to walk through without making sounds now :) not that I've ever seen it being used well maybe several times ;p

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I had that under RA entrance closed at one point but jumping out of it to MH from the platform and dropping and going down (supposedly to be a shorten route) ended up being very similar in time therefore it doesnt changed anything in that regard and it renders that SG area a death trap, I've added that wall next to it to cut line of sight, if you have it closed maybe you can try how it would play for you if you remove that wall (SG will not become that much deathtrap)

 

That sounds like a good idea.

 

Not sure if you remember but we had those teleports a 2way in the center MH room with one going down exactly as it is now and it has very little usage, im affraid peopel are too used to them working that it might take abit to adjust and see how it plays out differently.

 

It might not appear very useful. But I do think matches play out better with this configuration regardless.

 

have you raised the water level in the MH? I cant seem to walk through without making sounds now  :) not that I've ever seen it being used well maybe several times ;p

 

I think the tiles are smaller. I'll change those back as it was clearly unnecessary.

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The modified version is now available as thcdm13-v2

 

it will stay that way until it can be included within a new patch just so I dont mess with people lm being valid on some host while being broken on others which will happen if I woudl just replace regular dm13 with it, yeah I know I will loose stats on f3 already but Im not a stat whore anyway ;p

 

map page - http://thc333.com/reflex/#third

direct screens - http://thc333.com/reflex/thcdm13

 

the most substantial change is this - http://thc333.com/reflex/thcdm13/images/thcdm13-03.jpg

 

If you want to have a look at some games on it, stop by tomorrow for the minicup - more info here -

 

map is currently available on my PL host, wallen's HAXAN and all Turbo Pixel Appreciation Society hosts.

Flakx likes this

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first fuckup ;p the clip was waaaaay off (hello byce) therefore I reuploaded the maps on all the host +updated the map with proper lm on my site as it will be broken on those servers.

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