Difference between revisions of "User:DB"
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+ | == Current Intro == | ||
+ | |||
Welcome... | Welcome... | ||
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The noclip command makes the player go at 1504 units, which is 501.33% normal speed. | The noclip command makes the player go at 1504 units, which is 501.33% normal speed. | ||
− | Using comparisons from the notorious Super Scout's speed, the highest speeds achievable by normal means are as follows: | + | == 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) | ||
188 % - NOCLIP | 188 % - NOCLIP | ||
Line 90: | Line 94: | ||
2 % - Sniper (Sniper Rifle Scope Slowdown, Cozy Camper Scope Slowdown) | 2 % - Sniper (Sniper Rifle Scope Slowdown, Cozy Camper Scope Slowdown) | ||
+ | == Custom Maps == | ||
+ | |||
+ | I love playing custom maps, they are fun. Nuff said. Here are some ones worth featuring: | ||
+ | |||
+ | === vsh_dr_cbells_challenge === | ||
+ | |||
+ | 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 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. 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. 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: TBA | ||
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+ | == 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) | Random Coloured Boxes! (just learning, thanks Ashes for the helpful info on the userbox problem I had... might make it 4xwhatever later on) | ||
Revision as of 07:21, 27 November 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)
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)
53.125 % - Medic (Disciplinary Action Boost)
50.625 % - Pyro, Engineer, Sniper, Spy (Disciplinary Action Boost)
50 % - Scout
48.125 % - Demoman (Disciplinary Action Boost)
48 % - Soldier (Escape Plan Boost 4)
46.2 % - Demoman (Eyelander Boost 4)
44 % - Medic (Overdose Full Charge Boost)
43.4 % - Demoman (Eyelander Boost 3)
42 % - Soldier, Heavy (Escape Plan Boost 3) (Disciplinary Action Boost)
41.25 % - Pyro (Gas Jockey Set)
40.6 % - Demoman (Eyelander Boost 2)
40 % - Medic
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 % - Soldier (Escape Plan Boost 2, Disciplinary Action Boost)
35 % - Demoman
33 % - Soldier (Escape Plan 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)
Custom Maps
I love playing custom maps, they are fun. Nuff said. Here are some ones worth featuring:
vsh_dr_cbells_challenge
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 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. 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. 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: TBA
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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