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Map name: Fun in the Sun WAD author: Kraflab I covered the basic gist of the map and the challenges of it in the Pacifist of this map, so if you want that detail, read that txt: • Sliw Map 01 Pacifist in 2:26 . Otherwise, will only discuss the max routing here. The main challenge of max is that you don't actually get that much ammo, especially if you do the map as intended, you basically need TAS RNG manipulation to be able to kill everything. You would have to use up all the rockets for the rocket jumps and hope that 50 bullets kills the vile, which is enough, but only at extremely high damage outputs outside of any reasonable demo. My Pacifist already saved one rocket, but 50ish bullets and a rocket is still not usually enough. So, I wanted to save a second rocket, and that is just barely possible off the second RJ in the first room, where, with a very precise setup, you could make the jump with a bit of wallrun on the diagonal wall. The fact it's diagonal makes the setup extremely hard, though, compared to a traditional wallrun, it's really only possible to get one wallrun tic, and even if you get that, most of the time, you'll lose all your speed. This position (which took forever to find initially) makes it possible to retain most of the speed and still make it, but it's very precise; I have to find a position within like 0.3-0.4 of some map units in either direction, and, even among those positions, not all will work, and then I still need to hit SR50 in one frame. There's also no walls or corners to help locate my position a bit, so I basically had to use the crosshair off the wall (which is also animated, making it even harder to see where I am) and then my player arrow on the automap to find this spot. That said, I did get better at this part over time; started at like 1 in 5 to 1 in 10 success rate to like 40%, so it wasn't as bad towards the end. Afterwards, the PE room is surprisingly a common run killer now, because you have to be very careful punching the PE on these platforms. In the end, I opted to barely move at all, because it's really easy to try to chase the PE when it moves around a bit, then bump into it or off of it into a pit. If it spawns too many souls, they might surround me as well and kill me, which happened a couple times. All in all, it's really annoying, which is another reason the second RJ skip is so helpful, as I now have a lot more health to play with here. I take the third room very carefully compared to my Pacifist run cuz it's much further into the run. Only failed it like once or twice. Rest of the run same as Pacifist until the vile, where at the last platform, I empty out all my bullets on it, then fire one rocket. However, I also need the vile to progress in the map, so the second rocket needs to be from mid-AVJ backwards. It's not that hard to execute but looks pretty cool (it's another reason not having rockets would be terrible for max; a mid-air pistol shot would be much harder and more random to execute). The rest of the run is same as Pacifist. I still never failed the fifth room, so that was pretty epic. This was actually the second time I completed the map on max; the first time, I did everything right, but the second rocket inexplicably did almost no damage to the vile, so I exited with 66% kills. All in all, didn't seem that bad in the end, but I guess it's the kind of run that gets better with enough attempts and practice. Captured using DSDA-Doom v0.28.2