KnowTheRopes
KnowTheRopes
This map is more of my take on an advanced tutorial, for people who want to learn more difficult tricks. As for difficulty Id say its around medium to complete, hard to get platinum, and very hard to flawless. This is my first map, so everyone feel free to tell me what you think of it. I think I set pretty good times for gold, silver and bronze (widely spaced). To add, both the gems are possible to get :b
The last part should work fine now, I tested it a few times and had no issues. I decided to change the name and add a version tag (rc1) to the map Let me know if you find anymore problems, if its major Ill edit it asap, if not then Ill wait until the next Celaria version. Check the walkthrough for help. :]
Final version of map, tried to space the check point times a lot better, and keep the final plat time around the same, also bronze is now 10min..
Download: https://www.dropbox.com/s/e3knj2nsxfrw4 ... .cmap?dl=0
Screenies: Walkthrough: Old Version Info: Edit:
The last part should work fine now, I tested it a few times and had no issues. I decided to change the name and add a version tag (rc1) to the map Let me know if you find anymore problems, if its major Ill edit it asap, if not then Ill wait until the next Celaria version. Check the walkthrough for help. :]
Final version of map, tried to space the check point times a lot better, and keep the final plat time around the same, also bronze is now 10min..
Download: https://www.dropbox.com/s/e3knj2nsxfrw4 ... .cmap?dl=0
Screenies: Walkthrough: Old Version Info: Edit:
Last edited by Dr Gains on Wed May 25, 2016 9:27 pm, edited 7 times in total.
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Re: LearningTheRopes
I gave it a shot and i was pleasently surprised!
It plays more like a puzzle map then a race against the time. It requres quite a bit of skill and knowledge in order to bypass some of the obstacles. (Some of them also require you to look around/explore a bit in order to find a way to get to the next checkpoint.)
This map would work quite well with a new gamemode which i want to implement in the future (where the game doesn't count the time it took you to find a way to the goal but instead it would count the checkpoint respawns a player needed in order to complete the map. Having a checkpoint respawn count of zero would mean that the player has to play through the entire map in one session without respawning/screwing up even once.)
So yeah, the map is very fun and challenging. It has an adventurous vibe to it.
It took me around 12 minutes to get to the last checkpoint. XD
I wasn't able to get to the goal thoug. I wasn't able to build up enough momentum in order to perform the multiple wallrun and walljumps which had enough speed and height for this section. What i also noticed is that the collission detection doesn't work on the blue ledge in this spot (also in the same area as the last checkpoint.) I tried to get up here, but for some reason it pushes me always down. (Maybe it has to do with the small unit scale on the z-axis of the blue block?)
Normally you shouldn't be able to scale it under the unit size of 0.2. (It caused some trouble on the collission side so i set the smallest scale size to 0.2) It seems that there is a way to scale it smaller than that in the editor. (i suppose through the attribute fields?) I'll look into that bug.
But i'll try to finish this map again. I think i'm just overlooking something between the last checkpoint and the goal. (And this time i'll aim for a medal time XD)
The only thing that is a bit irritating is the z-fighing on some blocks. (But you already know that.)
I bypass this issue by scaling one of the blocks up by a small unit (like 0.2). This way you don't get the z-fighing effect.
It plays more like a puzzle map then a race against the time. It requres quite a bit of skill and knowledge in order to bypass some of the obstacles. (Some of them also require you to look around/explore a bit in order to find a way to get to the next checkpoint.)
This map would work quite well with a new gamemode which i want to implement in the future (where the game doesn't count the time it took you to find a way to the goal but instead it would count the checkpoint respawns a player needed in order to complete the map. Having a checkpoint respawn count of zero would mean that the player has to play through the entire map in one session without respawning/screwing up even once.)
So yeah, the map is very fun and challenging. It has an adventurous vibe to it.

It took me around 12 minutes to get to the last checkpoint. XD
I wasn't able to get to the goal thoug. I wasn't able to build up enough momentum in order to perform the multiple wallrun and walljumps which had enough speed and height for this section. What i also noticed is that the collission detection doesn't work on the blue ledge in this spot (also in the same area as the last checkpoint.) I tried to get up here, but for some reason it pushes me always down. (Maybe it has to do with the small unit scale on the z-axis of the blue block?)
Normally you shouldn't be able to scale it under the unit size of 0.2. (It caused some trouble on the collission side so i set the smallest scale size to 0.2) It seems that there is a way to scale it smaller than that in the editor. (i suppose through the attribute fields?) I'll look into that bug.
But i'll try to finish this map again. I think i'm just overlooking something between the last checkpoint and the goal. (And this time i'll aim for a medal time XD)
The only thing that is a bit irritating is the z-fighing on some blocks. (But you already know that.)
I bypass this issue by scaling one of the blocks up by a small unit (like 0.2). This way you don't get the z-fighing effect.
Re: LearningTheRopes
I agree with Lewa, this is a great map, and it actually has pretty interestign level design gimmicks, but are you sure that the last section is possible...
I tried different tactics, even used that nasty corner bug to pass that area, but nothing worked...
Maybe you can show us how to do that? Or should we figure this out by ourselves?
I tried different tactics, even used that nasty corner bug to pass that area, but nothing worked...
Maybe you can show us how to do that? Or should we figure this out by ourselves?

Re: LearningTheRopes
Last part is just generally hard, in order to get the momentum needed youll have to jump on the back part of the first wall were its yellow, then spin around and jump onto that blue part, then imediately jump to the wall and wall run to the end. Last cp to goal is such a run killer, haha.
Now, I wont be back home till friday night, so if anyone would like a tutorial on the whole map or just the last part I can make one then.
I think ill patch this map when i get back aswell. Ill give blocks +/- 0.2 instead of +/- 0.02. Let me know if theres anything else to fix or change.
Now, I wont be back home till friday night, so if anyone would like a tutorial on the whole map or just the last part I can make one then.
I think ill patch this map when i get back aswell. Ill give blocks +/- 0.2 instead of +/- 0.02. Let me know if theres anything else to fix or change.
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Re: LearningTheRopes
Nasty corner bug? Did i miss something? XD (If it's really a bug i should fix that.)I tried different tactics, even used that nasty corner bug to pass that area, but nothing worked...
Are you reffering to that blue part which does have the collision issues? (I posted screenshots about that in my previous post.)then spin around and jump onto that blue part
I think i saw that one of the bigger blogs has z-fighting issues on top as you placed another blue (tiny scaled) block on top of that.Let me know if theres anything else to fix or change.
Re: LearningTheRopes
If you either fall through or get stuck on that block, than the jump is impossible. If you only cant climb up it then it should still be possible. Regaurdless Ill try to get it all fixed up on friday.Lewa wrote:Are you reffering to that blue part which does have the collision issues? (I posted screenshots about that in my previous post.)then spin around and jump onto that blue part
Yea think theres like 4 of those that Ill have to look into. :\Lewa wrote:I think i saw that one of the bigger blogs has z-fighting issues on top as you placed another blue (tiny scaled) block on top of that.Let me know if theres anything else to fix or change.
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Re: KnowTheRopes Rc1
Map updated to rc1, read OP.
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Re: KnowTheRopes Rc1
Tested the new version of the map.
4:22:55 was my record (silver time).
(Was able to pass the last checkpoint only by looking up your walkthrough. XD It was quite tricky to pull off this move.)
Still have to find a way to the hidden gems. (Not giving up though!
)
There are still some texturing issues that i encountered, but they aren't that noticeable anymore compared to previously.
I believe that there was also a bit of zfighting on the pillars which are placed around the goal block. (They interfere with the red glowing lightbeam of the goal.)
The corner bug also doesn't happen here. It had probably something to do with the thin blue block which was placed on top (as it forced the player into a crouching position everytime i touched it.) I limited the blockscale to a minimum of 0.2 in the next update so that things like that don't happen.
4:22:55 was my record (silver time).
(Was able to pass the last checkpoint only by looking up your walkthrough. XD It was quite tricky to pull off this move.)
Still have to find a way to the hidden gems. (Not giving up though!

There are still some texturing issues that i encountered, but they aren't that noticeable anymore compared to previously.
I believe that there was also a bit of zfighting on the pillars which are placed around the goal block. (They interfere with the red glowing lightbeam of the goal.)
The corner bug also doesn't happen here. It had probably something to do with the thin blue block which was placed on top (as it forced the player into a crouching position everytime i touched it.) I limited the blockscale to a minimum of 0.2 in the next update so that things like that don't happen.
Re: KnowTheRopes Rc1
Well if last is actually fixed, then thats good. :] I think Ill update it again once theres an update for the time edits. To add from before I wouldnt mind editing checkpoint times too, but that might be a lot of work for you :\ I just had my brother try it, and he hasnt really played much of the game, he got to the 7th CP in like 25 mins, tried for another 5 mins and gave up Lol! So I guess its a hard map..
And 4:22 isnt too bad L:
And 4:22 isnt too bad L:
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