KyperTrast
Killing Floor - More messing around with collecting ZED gun pieces
updated
I don't have any math/paperwork for the skills and talents build, I pretty much used this run as a reference (and I probably built in a non optimal order as well):
youtube.com/watch?v=kjSmGxvmvVc
The freeze isn't a complete lock out or crash - the music still plays and graphics still move/animate in place. The Pause menu seems to work, and for Gridrunner Remastered I can still hit the old/new graphics toggle
for weapons that don't have an animation delay (ex. machinegun, chaingun, hyperblaster) the fire rate is actually the same but the original fires 2 bullets at once
for weapons that do have an animation delay (ex. rocket launcher, railgun), the fire rate is slightly faster in remaster
0:00 Machinegun
0:30 Chaingun
0:48 Hyperblaster
1:15 Rocket Launcher
1:41 Railgun
github.com/id-Software/quake2-rerelease-dll/blob/8dc1fc9794c01ece06881e703851b768fb3994de/rerelease/rogue/g_rogue_newweap.cpp#L1435
also some footage of the Berserker's slam animation being used to throw a green projectile
moddb.com/games/quake-2/addons/quake-2-remaster-deathmatch-map-jam-2023
Fun event, nice to see some new maps to play with! A few obviously took inspiration from existing maps, and the power of the rail/plasma can really influence how a map plays out, but overall I think these are solid fun maps for FFA.
Newb ideas/feedback on item balance which mostly revolves around "rail and plasma are strong, balance around them":
pastebin.com/8sbpzv5h
* noticed you could shoot through the floor on colossus but can't edit the pastebin, oh well
I'm not really an aesthetics person so I can't offer anything useful there
some of the maps seem to have console output complaining about missing textures
A basic FFA game with bots where I show the off-hand hook and attempt to demonstrate the effects of the 5 runes - Strength, Resist, Regen, Vampire, and Haste.
I've managed to get the runes and hook part of the Q2 Lithium mod working with the remaster. There are other neat parts of the original mod including the ability to customize a lot of things, but I think most people remember it for the off-hand hook and runes. As such, I've dubbed this mod Lithium Minus for being an incomplete port, only taking the "main" features.
I've added a binary in the Github repo above if you want to try it out for yourself. Admittedly, I didn't play much Lithium back in the day so I don't know if there are any behaviours that are drastically different.
github - kypertrast/lithium-minus
took the Lithium hook source code and managed to convert it for use with the Q2 remaster, and again created a lobby to unleash on unsuspecting people
luckily I got a few people who were able to bind the hook command and use it successfully
more chatter instead of splatter for me, but high speed hook movement and railing isn't my thing...
shaky aim and movement, I blame the shock I'm getting from realizing my mod actually works
github.com/KyperTrast/discount-arena - download binary from the right-hand side
Although it looks playable, there are a lot of little bits that currently aren't functioning ex.
- no support for individual arenas
- menu/hud not updated
- basic chase cam (and can't even cycle through people)
- new players can't join a team once match in is progress
- no time/frag limit
etc. I'll probably poke at this more, but unless I actually get far enough I most likely won't release this as the code is an embarrassing hack job. I think it'll be best for everyone to hope that the OpenRA2 author decides to convert the code for use with the remaster...
EDIT: decided to release it after all
github.com/KyperTrast/discount-arena - download binary from the right-hand side
There's a lot of trick jumps of varying usefulness (check out q2dm1 daelmun jump-movie on youtube if you want to see how in-depth it can get), so I'm only covering ones that would provide good value for starters. Also, this won't be a comprehensive guide on how to do these tricks, but only just a small demo to show what is possible; there's a lot of existing tutorials and guides that explain the various Quake jumps if you're willing to dive in. Having said that, if you ask about it, I'll probably reply and give my best explanation.
I'll only be covering q2dm1 - dm8 since I haven't really played Q2 64 or the expansion pack maps; now sounds like a great time for me to start! Unfortunately I don't have much for dm2; you can shoot people through the windows in the twin elevators in the red armor area, you can rocket jump to the megahealth and red armor...that's all I can think of right now.
I also throw in some map quirks/glitches if you want to troll a bit (no one seems to be amused in lobbies when I do the dm1 ceiling glitch =/ ).
Also noticed so far that there are a few things I can't perform in the remaster:
- self-detonation hand grenade jumps (ex. pulling the pin on a hand grenade, crouch, look down, and wait until the grenade explodes)
- crate jumps/climbing on dm6 rail and dm8 rocket/grenade launcher area
00:00 - q2dm1 megahealth room, double jump up crates and circle jump across
00:17 - q2dm1 waterside rockets shortcut, circle/double/ramp jump
00:31 - q2dm1 ceiling glitch
01:10 - q2dm3 SSG from yellow armor, circle - ramp jump
01:19 - q2dm3 invulerability item, rocket jump
01:32 - q2dm3 combine invuln and quad
01:43 - q2dm3 mismatched textures
01:52 - q2dm4 protruding edge, rocket/circle jump
02:26 - q2dm5 drop into red armor room
02:30 - q2dm5 block elevator while waiting for red armor
02:58 - q2dm5 see past boundaries
03:13 - q2dm6 red and yellow armor locations
03:31 - q2dm6 out-of-the-way platform, rocket + ramp jump
03:52 - q2dm7 SSG from SG spawn
04:03 - q2dm7 upper rocket launcher, circle jump
04:19 - q2dm7 cubby hole under slime
04:34 - q2dm8 BFG location shortcut, rocket jump
04:41 - q2dm8 area above hyperblaster, rocket jump
screwing up basic combos that people have probably perfected on day 1
I demonstrate 2 variations of combos for each suit, one for lower levels and one that is more maxed out at end game (I know the cap is currently 90 but didn't bother testing). I don't use any parts, so if you use melee/damage parts you may be able to generate enough skill meter to make this an infinite.
Lv 30 + Technician (you get it at pilot LV32) appears to give you just enough boost to last long enough so that your grapple/subweapon 2 comes off cooldown. You will need to delay your hits a bit in order to fill enough time for the cooldown.
You will want to steer the enemy away from walls/corners a bit to make sure the grapple hits; it doesn't seem to connect at steep angles. Use the dash cancels in between attacks to reposition yourself when possible.
Further, the Gouf's heat rod/subweapon 2 comes out a little slower compared to the Reginlaze, which makes it more susceptible to imperfect elevation/terrain and steep angles. When performing the hits after the counter/launcher, you will need to attack at the near peak of your jump, otherwise the grapple might fail - it can grapple but allow the enemy enough time to leave the Break state or it can miss altogether.
When doing the down smash, you don't need to input the Chain Breaker right at the same time. Wait a little for the enemy to hit the ground and then input it, and you will keep the enemy in Break state as well as refill your boost meter. I mess up the Lv80 combos because I input the Chain Breaker too early
The combos demonstrated can be improved for damage ex. instead of the ground hits after the chain breaker for the Reginlaze combo, they should be air hits to maximize damage from the aerial bonus. Given infinite boost, each string in between the special melee/subweapon attacks can be 7 hits long: 2 hits/dash/2 hits/dash/2 hits/dash/1 hit into special melee/subweapon depending on where you are in the combo. An exception to this is the Gouf special melee - I am only able to fit in either a 3 hit combo or 2 hits/dash/2 hits.
For 6 hit strings, you will want to fit in the full 3 hit combo, then 2 hits, then 1 (can be out of order). The enemy will be pushed away if you do either 8 hits total, the full 3 hit combo more than once, or a full 3 hit combo + 4 hits.
0:00 - Reginlaze Lv30 + Technician
0:51 - Reginlaze Lv80 + Technician/Berserker
2:53 - Gouf Lv30 + Technician
3:49 - Gouf Lv80 + Technician/Berserker
A Quake 2 deathmatch FFA event hosted by Jehar of TastyspleenTV, basically get a bunch of people into a big map and rush to 500 frags. Also sort of a send-off to quadz, who recently passed away...
map: spogsp1
the long corridors made this map feel kinda empty, could've been nice to have instagib on this last map instead
A Quake 2 deathmatch FFA event hosted by Jehar of TastyspleenTV, basically get a bunch of people into a big map and rush to 500 frags. Also sort of a send-off to quadz, who recently passed away...
map: predm1
Think I was the only one who took the invulnerability, too bad I forgot how to get to the quad damage from there
A Quake 2 deathmatch FFA event hosted by Jehar of TastyspleenTV, basically get a bunch of people into a big map and rush to 500 frags. Also sort of a send-off to quadz, who recently passed away...
map: campcity with some item modifications
Ran into some freezing, looks like other people experienced the same thing. I doubt it would've made up any difference in frags though
I feel like the cluster bomb might outdamage the gatling against bosses but the gatling is useful in a few other spots
Stopped/slowed down a number of times to slowly clear the area and edge slightly forward to reveal groups of stronger enemies to fight them one by one. Even with this cautious approach, there are still a few parts I haven't quite figured out how to handle with rifle only and end up taking a bunch of hits
Kinda disappointed how melee is harder to use compared to Gigantic Army; after you melee there is now a long delay before you can defend with your shield or attack (whether it's another melee or your weapon). I feel open when I try to melee the popcorn mechs...
Normally, certain weapons require a Super High/Supercharged morale to use. However, you can bypass this restriction by selecting an adjacent weapon and then quickly moving your mouse to the weapon you want. Range restriction still applies, however. No idea if this is possible with controller, haven't tried
First attack is just to show the damage output of the GN Sword / base 4700 / 7343 final. This is compared to the second attack using Trans-Am with the bypass glitch, base 5300 / final 9011.
Third attack shows that this can bypass the movement restriction on MAP weapons, however it seems to worsen the effect as shown here - the Double Beam Cannon one retains its range but becomes restricted to a single target and I am unable to rotate the direction. Also, the game seems to count it as a regular attack so the animation can be played and the AI is able to defend against it (funny "animation", enemy just flies in and instantly takes damage). Haven't checked if this grants a step chance
Fourth attack shows the Quantum Burst MAP attack. Trying to use the glitch with this one crashes the game...
ver 1.62
http://forum.tastyspleen.net/quake/index.php?topic=23068.0
map: city64 with some item modifications
started to route towards rail areas but noticed no one else was really doing that (or at least not executing it well to the point I would be so far behind the lead), went for chain/bullets instead
*** Last Stand update has added brushes so you can't do the climb from the bottom, you can still climb up the right rail and jump across to the left, but there is another brush that blocks you from moving forward on the left ***
map: predm1 + added laser trap around quad
spawn camping and quad jump fails, couldn't even hit 400 frags
34:34 - Gunlance
1:05:00 - Bow
I solo Extreme Behemoth 3 times in a row using LS, GL and Bow. The clear times are pretty awful, and none of my personal bests even break 25 minutes (not even Bow, yeah I'm that bad).
Phase 4 is probably where I can make the most improvements time-wise, but I'm still weary of the shoulder slam attack. Oh well, maybe when the event rolls around again I'll finally figure out how to get in as many hits as possible while keeping safe from a possible shoulder slam...
If for some reason you want to know what builds I used:
Kjarr Sword "Decay"
Empress Mail, Drachen everything else, Handicraft Charm
Critical Eye 7
Attack Boost 4
Weakness Exploit 3
Handicraft 3
Health Boost 2
Critical Boost 2
Peak Performance 2
Power Prolonger 1
Airborne 1
Mind's Eye/Ballistics 1
Kjarr Buster "Water"
Empress Crown beta, Nergigante Mail gamma, Xeno'jiiva gamma everything else, Evasion Charm
Evade Window 5
Weakness Exploit 3
Artillery 3
Health Boost 2
Critical Boost 2
Evade Extender 2
Maximum Might 2
Power Prolonger 1
Capacity Boost 1
Special Ammo Boost 1
Mind's Eye/Ballistics 1
Kjarr Bow "Water"
Empress Crown alpha, Drachen Mail, Drachen Vambraces, Empress Coil gamma, Dante's Boots, Flood Charm
Critical Eye 6
Health Boost 3
Water Attack 3
Weakness Exploit 3
Evade Window 2
Evade Extender 2
Attack Boost 1
Normal Shots 1
Spread/Power Shots 1
Critical Boost 1
Constitution 1
Tool Specialist 1
Bow Charge Plus 1
Even with a combination of Fortify cheese, the Kjarr Decay sword, and a lucky spawn of Galajaka in area 2 (I guess that's somewhat offset by Behemoth suddenly healing in area 3), I barely manage to solo Extreme Behemoth with my low skill. Heh, 29:44 is probably the worst record that's been uploaded to Youtube, especially for longsword
Looking at the total video captured alone, I clocked in 15 hours of attempts, but I'm sure it's at least double that when including my initial attempts without recording + studying all the replays I could find
Area 4 is a mess, close calls everywhere; lots of panicking with the power wave (Powa Wave! Rock You!) and generally holding back on attacking until Behemoth is exhausted due to the threat of the shoulder slam attack. Luckily that last Temporal Mantle was the last push needed to get through the last meteor
Would love to give it some more attempts but the PC event is ending...
shmups.system11.org/viewtopic.php?f=1&t=61595
A playthrough of the Medium Course of Macross 2, a horizontal caravan style shooter where you have to score as many points as possible before the time runs out. Like in other caravan shooters, you can get hit or even "die" multiple times, but you don't get penalized with a game over; instead it wastes precious time that could've been spent getting points. And in the case of this game, you'll get a game over if you don't reach each stage's scoring target.
Points will come naturally by killing things and collecting medals, but there are lots of hidden bonuses that grant a large amount of points.
shmups.system11.org/viewtopic.php?f=1&t=61538
A 1CC using the Type A ship on the 2P side, obtaining 2186200 points. It's speculated that the 2P side has an easier time; supposedly the difficulty is lower than the 1P side, but this hasn't been confirmed. It's definitely known that the 2P side's Type C ship is much stronger though, and it's already strong on 1P side...
Most points are obtained by milking the stage 3 and stage 4 bosses. Stage 4 milking is rather boring, but for stage 3 you will want to learn an aggressive strategy to destroy each turret as it comes up for maximum points.
There are some other "hidden" bonuses where you can get points; one of them is in the middle of stage 3 when the boss flies out of the battleship. Instead of destroying its arms as it attacks, if you wait for it to flee, it will launch its arms at you as it does so. Now when you destroy the arms, you'll get 30000 points instead of 8000.
I panic bombed on stage 4, and then started bombing a crapton on stage 5, probably out of nerves. Normally, I would only need at most 1 bomb on the first phase of the final boss; I haven't figured out a good way to deal with that 3-way green laser attack that comes out at least once.
Yay for small hitbox at 14:03
For some reason the boss flickers before it charges its laser attack, this doesn't happen to me in MAME when not recording. Using both FRAPS and Dxtory seems to produce this flicker, not sure how to fix it
shmups.system11.org/viewtopic.php?t=61493
A one-loop 1CC using a high auto-fire rate, getting 5,804,860 points. This game appears to have infinite loops, but we were restricted to one for this tourney. As there is no end-of-game bonus, I tried to make my own by milking the last checkpoint, but I died a bunch of times before I could get there. So I could only milk it once...
Most points are obtained by retrieving bonuses granted from extra powerups. However, grabbing powerups can be dangerous as they cycle through 3 weapons (you need to collect the one you're currently using to get bonus points) and they bounce around slowly. With your slow ship speed, you can easily put yourself at risk if you try to collect the powerup in an area with enemies appearing
It looks like bombs are invisible here due to the lower framerate =/
shmups.system11.org/viewtopic.php?f=1&t=61435
A one credit clear of Last Resort that clears both loops with a score of 799,900. It's a horizontal shmup with a pod mechanic similar to R-Type. Unfortunately, there's a moderate amount of sections that are somewhat boring/dead-air as well as some annoying slowdown
There is no end-of-game bonus, so the last checkpoint/boss was milked 4 times instead to get points.
Heh I was one enemy short of hitting 800k...
It looks like you can get the bottom left turret to spawn a little more to the right if you kill it before the screen sets in place. This is really helpful for safe positioning but not completely necessary to do.
I think 2-5 has a faster spawn rate than 1-5, and also you don't have to worry about 1LCing the entire second loop if you aren't confident.
shmups.system11.org/viewtopic.php?f=1&t=61401
A one-loop 1CC with Mifune and a high auto-fire rate, getting 705,760 points. The scoring system is a number of things that add up, including some annoying RNG that is spread across 3 stages. I got decent RNG but make a number of mistakes that lost points, including a dumb death in stage 3 that cost me a handful of points as I miss out on bonus points for picking up powerups when already at full power. I also skipped out on milking the stage 2 helicopter missiles due to too many dumb deaths as well =/
There's a thread pointing out scoring here:
shmups.system11.org/viewtopic.php?f=5&t=61409
For this tourney we were restricted to one loop for some reason, not sure of the reasoning but I guess I'm okay with it because the 2nd loop is kinda brutal due to almost everything firing suicide bullets
There are 3 fixed bomb locations in stages 3, 4 and 5, as well as possible random drops in stage 2. However if you grab more than 6 bombs the game will actually freeze and reset, not sure if this is an emulation problem
Multistreaming with restream.io
A one credit clear of Zangeki Warp on Ultra, the hardest difficulty. A difficulty above Insane is surprising to see in an Astro Port game, but it doesn't feel that much different than the Insane difficulty.
Scoring is pretty basic; similar to Wolflame and Satazius, collect the point items and clear the stage without dying. There's also a bonus for killing the boss in a timely manner, but I've never actually missed this bonus or even tried to see what happens if you time a boss out. You'll also be awarded a rank at the end of the stage. I think this rank is a combination of point items, not dying, and killing the boss fast enough. For some odd reason, the game says I got an S rank on stage 2 at the end of the game but I got an A on the stage result screen.
There's no end-of-game bonus, so instead you'll have to cash in your extra lives by milking the end section of stage 6. I make a half-hearted attempt to do this but eventually gave up (my finger slipped off the warp button accidentally due to sweat, ew). Each milking attempt is 500k a pop, so you can easily reach more than 15m total points if done right. If you don't want to milk, you can still break 10m on a 1 life clear.
If you care about my powerup route, it is:
Stage 1: Warp Recovery, Warp Recovery, Shockwave
2: Shot Power, Slash Power, Shockwave
3: Shot Power, Shockwave, Shockwave
4: Warp Recovery, Slash Power, Slash Power
5: Slash Power, Shockwave, Shield Recovery
6: Warp Recovery, Shield Recovery, Shield Recovery
7: Shot Power, Shot Power, Shield Recovery
Rank rises fairly quickly and bullet speed gets really brutal until you die. If the rank is high enough when you die, the game is nice enough to drop an item that gives you back your powerups when you died, but rank will increase a bit once you grab it.
If you died near a boss, don't grab the item immediately; if you wait a little until the boss appears and then grab the item, you'll retain your power while keeping the boss's HP low.
Scoring is pretty much enemy destruction, collect medals, and don't die so you can cash in your medals. A few deaths near the end of the stage cost me a good chunk of points. Bomb and powerup overstock don't give too many points, so no need to conserve bombs and chase dangerous powerups. End-of-game stock bonus is relatively low (100k per life), so you can do some rank control if you can't fathom pulling off a 1LC.
Extra lives are given first at 30000 points, and then every 100000 points after. The charge shot can cancel small bullets and a few big ones, even against certain boss attacks. Once you've charged to the max, the energy built in the tip your ship acts as a shield that can cancel bullets and also deals a little bit of damage.
If playing for score, most of your points come from end-of-level bonuses. If I had full health at the end of each level, I would have probably broke 20m...
If for some reason you're playing this for score, you'll probably want to use the silent alarm hack:
http://shmups.system11.org/viewtopic.php?p=1099916#p1099916
http://shmups.system11.org/viewtopic.php?p=1099916#p1099916
Compare it with the regular volume:
youtu.be/6gUE1faQSl4?t=12
threw my controller in frustration, resulting in adding a credit at 27:32 =/
Here's a way to get the Bulletproof achievement on Steam. Mission 1 seems to be short and easy enough to get it. I thought about the Titan Armor mission as it's much shorter, but I couldn't find a surefire way to avoid damage from both the BAs and the Titan Armor.
Difficulty is set to Medium.
version 1.3.6
1CC of Astro Port's Armed Seven, recently made available on Steam. Released before Gigantic Army, it's a prequel of sorts. Instead of a mecha platformer though, it's a shmup. It's surprisingly short for a shmup, taking about 15 minutes to complete (less if you go for speed kills).
A number of dumb mistakes as usual, and some sections I'm not sure are optimal for scoring (ex. stage 5 boss, don't know whether it's worth giving up some of the time bonus to kill the ceiling/floor and both turrets).
Like Gigantic Army, this game features weapons you can select at the beginning of the game. Being the poor player I am, I use the loadout of Riotgun/Grenade/Pile Bunker to speed kill enemies at close range. Not only do the Grenade and Pile Bunker deal a crap ton of damage, but the Pile Bunker also cancels bullets!
If going for achievements, this playthrough would get 3 of the 4 gold emblems (complete game on Insane difficulty, complete Insane with 10 million points, complete Insane while getting hit less than 6 times).
Missed all but one Hyper Finish, and there's probably a better way to beat the boss's final attack without spamming hypers
Also, looks like the star items aren't rendering after killing stuff, this looks like a glitch when switching between full screen and windowed (had to switch to get Dxtory to work)


