Difference between revisions of "User:DB"
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:::'''Upstairs Brony Room''': Directly forward is the Nyan cat room, with lots of different nyan cats, going right for a U-turn brings you to the train room, which is pretty useless for anything besides stealth and going for the secret button hidden behind the entrance to the room near some trains. | :::'''Upstairs Brony Room''': Directly forward is the Nyan cat room, with lots of different nyan cats, going right for a U-turn brings you to the train room, which is pretty useless for anything besides stealth and going for the secret button hidden behind the entrance to the room near some trains. | ||
− | '''Floor 5''': A good floor. Contains the 'spooky rollercoaster' and the disco room | + | '''Floor 5''': A good floor. Contains the 'spooky rollercoaster' and the disco room. |
− | :'''Spooky Rollercoaster''': Go left on first opportunity after going in the corridor at the elevator room, and there you go. Hit the button for a hell of a lifetime. Also, another thing, the coaster is slow, and two coffins slowly move in front of you. | + | :'''Spooky Rollercoaster''': Go left on first opportunity after going in the corridor at the elevator room, and there you go. Hit the button for a hell of a lifetime. Also, another thing, the coaster is slow, and two coffins slowly move in front of you. A white light appears at the end, teleporting you back. (The rollercoaster takes minutes before coming back) |
+ | |||
+ | :'''Disco Room''': A small disco room, complete with green/blue light dance floor and disco ball. Comes with three songs which I don't recognise, and four special light effects (Off, Seizure Flicker, Disco Ball Lights, Slow Blue Flicker). A good holding point. | ||
+ | |||
+ | I might make a bird's eye view of each of the sections of this map. It seems weird enough. | ||
+ | |||
+ | === zf_dustbowl_b5 === | ||
+ | |||
+ | An amazing remake of the commonly played custom map Dustbowl, this one adds a dark atmosphere as well as creepy, maybe even unnerving Michael Myers theme music. | ||
+ | |||
+ | This map is a ZOMBIE FORTRESS map, meaning that there are two teams, the BLU zombies, and the RED survivors. BLU has to kill all RED before they accomplish a certain goal set by the map. When a RED player dies, they become BLU and must kill RED. BLU is restricted to only using melee and non-damaging secondary weapons as well as being only able to use Scout, Heavy, and Spy. RED can use almost any weapon and can use any class besides the ones BLU can use. Both teams can use specific perks which can either help a situation or only benefit themselves. The mapmaker himself has stated that because of this map's length, it is more suitable with 90% of the players beginning on RED. | ||
+ | |||
+ | Anyway, the map is a CP, just like normal Dustbowl. However, all six caps are in one round, and there is considerably less ammo and health appearing for every next cap. As this goes on, only Medics can really keep the team alive. It's set at night, unlike normal Dustbowl, and it has plenty of dark areas which can unnerve players (there is a jumpscare in the right tunnel after Cap 3, and behind the planks behind Cap 5) | ||
+ | |||
+ | The first cap is rather easy to do because of the large amount of RED players, and is usually the easiest cap to take over. Some zombies will spawn on the roof, some behind a fence, and some behind some planks (BLU can go through fences and planks). | ||
+ | |||
+ | |||
+ | '''SURVIVOR STRATEGIES:''' | ||
+ | |||
+ | '''Soldier:''' Being capable of rocket jumping to reach the caps faster, Soldier is a good class to counter Scouts and stop them from being able to outrun and potentially crowding you. They are also capable of crowd control, and with a Direct Hit, a Soldier is able to kill Heavies quickly, and protecting allies. In this map, the Black Box is almost essential, especially when there are no Medics due to its ability to heal upon damaging enemies, significantly increasing your chances of survival. Because of your slow speed, a Spy can easily catch up to you and backstab you. Consider damaging yourself and using the Escape Plan to lower the chances of that happening. In addition, supplying your team with Mini-crits with the Buff Banner can be beneficial as it can make quick work on Rage Heavies. Best perk to use would probably be Athletic in terms of catching up with your team and Leader can potentially help your team deal more damage. In my opinion, the worst perks are Tantrum, Turtle, and Juggernaut due to the map's fast pace when jumping from cap to cap, and because you are so slow with these perks, you'll die rather fast after being abandoned by your faster teammates. | ||
== Random Coloured Boxes == | == Random Coloured Boxes == |
Revision as of 06:27, 14 December 2012
Contents
Current Intro
Welcome...
I have an extensive knowledge of VS Saxton Hale, Death Run, Prophunt and Randomizer. Ask me things.
I've found out that spectators move at about 300.8% normal speed, which is 902.4 units.
Sometimes spectators can glitch, causing more time to go to maximum speed, faster max speed, and poor turning.
The noclip command makes the player go at 1504 units, which is 501.33% normal speed.
Speed Comparisons
Using comparisons from the notorious Super Scout's speed, the highest speeds achievable by normal means are as follows: (in edit mode it looks cleaner)
If you want these in actual HU/s numbers, multiply by 800.
188 % - NOCLIP
112.8 % - SPECTATOR
93.75 % - Demoman (Charge)
79.6875 % - Demoman (Scotsman's Skullcutter Slowdown, Charge)
65 % - MAX SPEED
64.6875 % - Scout (Baby Face's Blaster Max Boost)
63.125 % - Scout (Disciplinary Action Boost)
62.5 % - Scout (Crit-a-Cola Boost)
62.4 % - Soldier (Escape Plan Boost 4, MVM BOOST 3)
60 % - Scout (MVM BOOST 2)
57.6 % - Soldier (Escape Plan Boost 4, MVM BOOST 2)
55 % - Scout (MVM BOOST 1)
54.6 % - Soldier (Escape Plan Boost 3, MVM BOOST 3) (Disciplinary Action Boost, MVM BOOST 3)
53.625 % - Pyro (Gas Jockey Set, MVM BOOST 3)
53.125 % - Medic (Disciplinary Action Boost)
52.8 % - Soldier (Escape Plan Boost 4, MVM BOOST 1)
50.625 % - Pyro, Engineer, Sniper, Spy (Disciplinary Action Boost)
50.4 % - Soldier (Escape Plan Boost 3, MVM BOOST 2) (Disciplinary Action Boost, MVM BOOST 2)
50 % - Scout
49.5 % - Pyro (Gas Jockey Set, MVM BOOST 2)
48.125 % - Demoman (Disciplinary Action Boost)
48 % - Soldier (Escape Plan Boost 4)
46.8 % - Soldier (Escape Plan Boost 2, MVM BOOST 3)
46.225 % - Soldier (Escape Plan Boost 3, MVM BOOST 1)
46.2 % - Demoman, Soldier (Eyelander Boost 4) (Disciplinary Action Boost, MVM BOOST 1)
45.5 % - Demoman (MVM BOOST 3)
45.375 % - Pyro (Gas Jockey Set, MVM BOOST 1)
44 % - Medic (Overdose Full Charge Boost)
43.4 % - Demoman (Eyelander Boost 3)
43.2 % - Soldier (Escape Plan Boost 2, MVM BOOST 2)
42.9 % - Soldier (Escape Plan Boost 1, MVM BOOST 3)
42.25 % - Scout (Baby Face's Blaster No Boost, MVM BOOST 3)
42 % - Soldier, Heavy, Demoman (Escape Plan Boost 3) (6-Disciplinary Action Boost) (4-MVM BOOST 2)
41.25 % - Pyro (Gas Jockey Set)
40.6 % - Demoman (Eyelander Boost 2)
40 % - Medic
39.6 % - Soldier (Escape Plan Boost 2, MVM BOOST 1) (Escape Plan Boost 1, MVM BOOST 2)
39 % - Scout (Baby Face's Blaster No Boost, MVM BOOST 2)
38.8125 % - Heavy (Buffalo Steak Sandvich Boost)
37.8 % - Demoman (Eyelander Boost 1)
37.5 % - Pyro, Engineer, Sniper, Spy
37.375 % - Heavy (Gloves of Urgently Running Boost)
36.3 % - Soldier (Escape Plan Boost 1, MVM BOOST 1)
36 % - Soldier (Escape Plan Boost 2) (Disciplinary Action Boost) (MVM BOOST 2)
35.75 % - Scout (Baby Face's Blaster No Boost, MVM BOOST 1)
35 % - Demoman
33 % - Soldier (Escape Plan Boost 1) (MVM BOOST 1)
32.5 % - Scout (Baby Face's Blaster No Boost)
30 % - Soldier
29.75 % - Demoman (Scotsman's Skullcutter Slowdown)
28.75 % - Heavy
28.125 % - Engineer (Hauling Slowdown)
20 % - Sniper (Huntsman Scope Slowdown)
13.75 % - Heavy (Minigun Rev Slowdown)
10 % - Soldier, Sniper (Cow Manger 5000 Charge Slowdown) (Sniper Rifle Scope Slowdown)
5.5 % - Heavy (Brass Beast Rev Slowdown)
4 % - Sniper (Huntsman Scope Slowdown, Cozy Camper Scope Slowdown)
2 % - Sniper (Sniper Rifle Scope Slowdown, Cozy Camper Scope Slowdown)
TODO:
MVM BOOSTS on ALL Sniper, Spy, Demoman, Engineer, Heavy and Medic.
Scout and Soldier are done, but part of Pyro's (mainly including the PESS group, however the individual values are to be done.)
Custom Maps
I love playing custom maps, they are fun. Nuff said. Here are some worth featuring:
DeathRun_Bells
A rather creepy map. This thing is filled with broken textures, creepy background music, dark rooms, and switches. As a VSH map, it is primarily a VS HALE map (1vALL) however, it also is a DEATHRUN map which means the hale is placed in another area and uses switches to kill the other team. The thing about this map is that it often ends up of all of the runners dying unless the hale suicides or gets killed by the AFK manager in the spawn. The reason is here:
Room Spec:
Room 1: Spawn. Break some wood blocking the door-teleport to go to the next room. Wait too long and you die from explosive damage.
Room 2: Beach. Two traps, one a giant spike trap which will kill you if you stay too close to it when it deactivates, and some sort of wall trap. Weird. The beach itself is beside a large mountain on the right and some 'water' and rocks on the right. At the end, there is a cave on the mountain, leading to Room 3, and the 'water' has a broken texture and actually isn't water at all. People are capable of glitching out of this and fall down to where the big spikes are kept... right below the map.
Room 3: Some sort of mine. Two or three traps here. First one is a broken trap, the floor is meant to kill you by falling down on to some sort of cables. Doesn't kill you. Next one is the death doorway, which is only activated once the button in the trap side has been activated. Last one is a laser trap which doesn't kill you instantly, the lasers are on constantly so walking through them doesn't matter, especially if you're a medic as you can easily regenerate health. The trap will push forward once activated, except for one or two buggy lasers, which will stay in the same place. It will eventually go back and turn off. At the end is the next room.
Room 4A: Room full of broken textures. You'll see cyan and green tinted broken textures everywhere. This room has two sections but is rather small. The section between them is just a small squeeze, and a trap which does explosive damage. In the second section, there is a door on the left side which will lead to Room 4A.
Room 4B: Breakable Floor Room. This one gets on my nerves as this is where the map shows its teeth to you, Part 1. There are plentiful yellow and black floorboards over what appears to be a grey kill-floor. This is very dangerous and usually 1/3 of the runners die at this part. Only a few floorboards will stay, however, the rest will break within a matter of time. To prevent successful rushing, apparently the map has floorboards which have pictures of footprints on them. You have to break those, and the one that has four floorboards right near each other, but has a picture looking like some sort of egg nog cup. Walk over that and the door will open to the next part. There is one easter egg which even I have no idea what is its purpose, apart from capping.
Room 4B-S: Missingno Room. This creeps me out slightly, as it has nothing but broken textures, moving brick blocks, and walls which are partially invisible, giving it the name Missingno Room. The cap is on the bottom, as you spawn somewhere above on a broken texture with water footstep sounds. Odd thing is that there are sounds which appear to have been ripped right out of Super Mario, most notably the sound when Mario gets a mushroom. There are also missingno blocks which break when you touch them. This room can be found on the grey floor on Room 4B. You can see a slight indentation if you go on the floorboard closest to the right wall. Jump on it and you'll go through it, however if you go too close to the wall, you'll begin losing health but not instantly like the rest of the floor.
Room 4C: 'Killer Pineapples'. The one where almost everybody dies at. Apparently there are odd-shaped caltrops with bad hitboxes, they will kill you without going near them. These are arranged so that they have one entrance, which divides into two, at which point will often kill the player with their terrible, terrible hitboxes. However, it is possible and you'll have a happier time going at the left side, and staying as far as you can from the middle section (or the right side of you). There is a trap just before these is a trap which has a picture of Captain Planet which shoots lasers. While at the 'Killer Pineapples', you can hear a heartbeat sound which gets irritating after a while. After that, there is a pit immediately in front of you. Jump that, and you'll see two holes on the walls (I'm not familiar with the trap here, I think it's a spike trap). Don't touch them. Then jump over the purple thing that looks like a teardrop, because if you don't, you die instantly. This next pit has a trap which will drag you into the pit, killing you. This last part just has a pointless spark, and you will proceed to the next room after touching the end wall.
Room 5: Two-way area. One way is straight forward but contains a killer ball thing which moves at 400HU/s, same speed as a scout, which goes back and forth and requires precise timing in order to jump it and reach the end before it reaches you. There is an explosion trap halfway through it. The other route forces crouching and has nothing but a trap which activates three bricks to come out and crush anyone in its path, one near the end, one in the middle, and one in between those two.
Room 6A: Hallway of Terrors. Creepy Music, and creepy lights accompany your journey here. Nothing unusual in this room, however, there are three doors which lead to special rooms, the left one from the place you came from will be the only one you can open.
Room 6B: Switch Room. Nothing really here, but a egg nog switch which will make the next door open once destroyed and the broken texture below it has been walked over. Just so you know, the room's tinted dark blue.
Room 6C: Trick Room. I can't stress this enough. DO NOT GO FURTHER THAN THE SWITCH. RRRR... Invisible walls and fake floors appear there. Nothing much. Just get the switch broken, and don't go further. Next door will open once you step over the broken texture below the switch, not counting the one right in front of you, because that's just a mimic. The room's more cyan coloured.
Room 6D: A pitfall. How original. However, it will lead you into the next room.
Room 6E: A room filled with stairs. I haven't tried all of them yet, but one or two will send you into below the floor, which is a dark room, and damages you until you die. The rest will bring you to Room 7A in different areas of the room. One doesn't work and the creepy music from Room 6A appears to be louder there. One brings you to Room 8A.
Room 7A: Hurt Room. This room contains invisible damaging areas (about 100 damage), meaning you'll most likely need to be a medic to get through, as they will regenerate. You'll need to find the right place in order to not take damage while you go. You need to reach the other section of this room to reach the next. Don't touch the purple teardrop thing, as it will kill you. Hit the wall right at the end (left side, right near the end, it's cleverly hidden) until it breaks, and you'll appear in the next part.
Room 7B: Actually Room 6C, but at the bit you can see at the end from Room 6C. Go to the door bit, and you have choices. Go left for minigame, or jump at the door to win. However, don't go to the right, as it will simply make you fall and get stuck.
Room 7B-S: Minigame. You need to get to the bottom by breaking blocks before the hale does, I think. I'll put more testing into this odd map/room. You can see the DR.BELLS BY TANX intro outside the cage you're in.
Room 7C: A corridor which appears to be the win area. Reach middle to win.
Room 8A: Hallway of DOOM! This giant-ish thing is a plus shape, and you get teleported in front of a door (the door and behind it is useless and doesn't do anything). There are three other doors around the place.
Room 8B: Room 4B's revenge. This is a slightly harder version of Room 4B, with fast moving tiles. EVERY NON MOVING TILE IS BREAKABLE, excluding the one at the end, which I think you must hit or step on to activate the door at Room 8D. Time your jumps correctly and you'll be fine. Just as long as you don't have a laggy keyboard or bad timing or whatever.
Room 8C: Some sort of tunnel, best not go into it, as it will push you to the next room and it's not too attractive.
Room 8D: Lol room. It looks like a typical 'stay on the ledge because if you don't you fall and die' room, but the 'pit' has an invisible floor over it, meaning it's safe. Going into the door brings you to Room 8E.
Room 8E: Useless Room. It's just some sort of filler before Room 8F. Has a few tiles from 4B and 8B but they're pointless.
Room 8F: Blocky Room. This has fast-ish moving blocks here, and they go in different directions, and you can easily lose track and fall into the purplish mesh below you.
Room 8G: Useless Room 2. Has creepy music. Go left to the 'final boss room'.
Room 8H: A boss room. This one is kinda complicated, and begins with a repeatedly thrusting spike wall, followed by some sort of metal thing which turns with other metal bits coming out, but each one a little further to the side than the other, meaning you need timing to go through it.
Room 8I: Last Room. A room with a few moving tiles and one which goes through the ground, meaning you will need timing once again to pass this. Touching the black 'doorway' at the end can make you win. However, a 'humilation' ending can happen if you go on the grey platform past the 'phasing' tile, look to your left and see a spotted thing on the green wall. You move until you are parallel to that, then jump till you're at the wall (invisible floor), then go to the tile at the end, jump to the other tile, jump to your left (more invisible floors) and go down the 'roof' of the grey entrance until you get teleported to the humilation area.
Room 8I-S: HUMILIATION! With some upbeat 'haha now the bad guy has been beaten' music in the background, you take the enemy to justice by pressing the middle button. The boss (should) will appear in a tube in front of the button. You will hit the glass covering the button, then hit it, causing an explosion.
There's actually more to this than what I've typed up here. I've found some sort of humiliation using explosives, and a massive corridor.
vsh_house_of_fun_fix
Large map. Makes no sense whatsoever being a VS HALE map. Plus, there are loadsa floors (as in levels, elevator floors, etc) and usually there is a gigantic problem where Hale is stuck in the elevators.
Floor 1: Ground Floor.
- RED Spawn: A small room, apparently the entrance to the House of Fun. Two doors which open when ran into are on the sides, with some sort of odd spinning thing in between, which is probably accessible via teleporters. Sometimes hale will decide to temporarily disable elevators or even bring unprepared players in the elevators for him to kill when pressing the buttons to activate the elevators.
- Interior: A smaller room, with the elevators at the end, a button can be seen on your left if you enter from the left door, and opens a door for a tunnel which leads to the outside, which may give you distance from a hostile hale.
- Elevator Underworks: Sometimes you may get stuck in these extremely glitchy elevators. Sometimes you may even go through them, up or down. Thing is, the elevator underworks will make you lose health if you get stuck under there, eventually killing you. Even a level 3 dispenser will not save you. However, there is a step right at where the door for the white (middle) elevator is, and the hurting trigger does not reach there, meaning you can survive by staying on that step or by placing a dispenser or sentry on the ground.
Floor 2: Appears to be a picnic area. Nothing particularly interesting.
- Outside Walkway: You can easily get outside here, if you take a right after leaving the elevators.
- Behind the Spawn Ceiling: Behind here is a bunch of healthkits and ammo boxes, meaning you can survive here nicely without the need of dispensers.
- Stairs to Floor 3: Just stairs. What else?
- Secret Button: Take a left after leaving elevators, into this restaurant room. Go right where you see stairs. You should see a yellow button near it. Hit it and it should open. Then there should be a RED logo wall and button. Now you have a good hiding spot from Hale, however, there is another yellow button, but it does an instant kill upon getting hit.
Floor 3: This floor is not accessible by elevator, and is skipped. It appears to be a diner room.
- Theatre Room: This room has layers of red armchairs, and upstairs leads to Floor 4's elevator room. This place is good for dodging a newbie hale.
Floor 4: The room itself after leaving the elevator is nearly blank, but has two alternate exits. One is the theatre also connected to Floor 3, and the 'Art Room'.
- Art Room: A large place. After entering from Floor 4's elevator room, there is an upstairs room on the right side, and on the left is a walkway.
- Walkway: This room has premade portraits and weapons, sandviches and props in display cases. At the end is a useless cap.
- Upstairs: The stairs lead to simple uni-colour portraits on the walls. However, at the end of this is a bunch of bookcases. Another two-way. Going up the stairs and hitting the portrait of the Demoman's family will make a platform below you leading you to another room via tunnel (you can see my most favourite room through glass below the tunnel, the Nyan Cat room), and you will go into this 'toxic room', with barrels and a green light, upon reaching the end you will see lots of Buff Banners. Walk through them to go to the Floor 7 zoo room.
- Going directly left for a U-turn after leaving the colour room will bring you to the Pony Room, insisting that the mapmaker is a Brony. Anyways, go through and go left for U-turn on the first opportunity to go to the Nyan Cat room.
- Upstairs Brony Room: Directly forward is the Nyan cat room, with lots of different nyan cats, going right for a U-turn brings you to the train room, which is pretty useless for anything besides stealth and going for the secret button hidden behind the entrance to the room near some trains.
Floor 5: A good floor. Contains the 'spooky rollercoaster' and the disco room.
- Spooky Rollercoaster: Go left on first opportunity after going in the corridor at the elevator room, and there you go. Hit the button for a hell of a lifetime. Also, another thing, the coaster is slow, and two coffins slowly move in front of you. A white light appears at the end, teleporting you back. (The rollercoaster takes minutes before coming back)
- Disco Room: A small disco room, complete with green/blue light dance floor and disco ball. Comes with three songs which I don't recognise, and four special light effects (Off, Seizure Flicker, Disco Ball Lights, Slow Blue Flicker). A good holding point.
I might make a bird's eye view of each of the sections of this map. It seems weird enough.
zf_dustbowl_b5
An amazing remake of the commonly played custom map Dustbowl, this one adds a dark atmosphere as well as creepy, maybe even unnerving Michael Myers theme music.
This map is a ZOMBIE FORTRESS map, meaning that there are two teams, the BLU zombies, and the RED survivors. BLU has to kill all RED before they accomplish a certain goal set by the map. When a RED player dies, they become BLU and must kill RED. BLU is restricted to only using melee and non-damaging secondary weapons as well as being only able to use Scout, Heavy, and Spy. RED can use almost any weapon and can use any class besides the ones BLU can use. Both teams can use specific perks which can either help a situation or only benefit themselves. The mapmaker himself has stated that because of this map's length, it is more suitable with 90% of the players beginning on RED.
Anyway, the map is a CP, just like normal Dustbowl. However, all six caps are in one round, and there is considerably less ammo and health appearing for every next cap. As this goes on, only Medics can really keep the team alive. It's set at night, unlike normal Dustbowl, and it has plenty of dark areas which can unnerve players (there is a jumpscare in the right tunnel after Cap 3, and behind the planks behind Cap 5)
The first cap is rather easy to do because of the large amount of RED players, and is usually the easiest cap to take over. Some zombies will spawn on the roof, some behind a fence, and some behind some planks (BLU can go through fences and planks).
SURVIVOR STRATEGIES:
Soldier: Being capable of rocket jumping to reach the caps faster, Soldier is a good class to counter Scouts and stop them from being able to outrun and potentially crowding you. They are also capable of crowd control, and with a Direct Hit, a Soldier is able to kill Heavies quickly, and protecting allies. In this map, the Black Box is almost essential, especially when there are no Medics due to its ability to heal upon damaging enemies, significantly increasing your chances of survival. Because of your slow speed, a Spy can easily catch up to you and backstab you. Consider damaging yourself and using the Escape Plan to lower the chances of that happening. In addition, supplying your team with Mini-crits with the Buff Banner can be beneficial as it can make quick work on Rage Heavies. Best perk to use would probably be Athletic in terms of catching up with your team and Leader can potentially help your team deal more damage. In my opinion, the worst perks are Tantrum, Turtle, and Juggernaut due to the map's fast pace when jumping from cap to cap, and because you are so slow with these perks, you'll die rather fast after being abandoned by your faster teammates.
Random Coloured Boxes
Random Coloured Boxes! (just learning, thanks Ashes for the helpful info on the userbox problem I had... might make it 4xwhatever later on)
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