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Messages - Lex

#1
I was asked about this map today.  My local timestamp for this map is 2001-10-24.  I made this at that time because DarkOne was essentially my mentor in my very first "real" clan and he left the clan.  That clan was ABF.  The announcement was a huge shock to me as a little nublet.  This map was the dramatic work of a sensitive 13-year-old.  DarkOne told me when we played it together that leaving the clan wasn't really a big deal and I felt a bit dumb, so this map serves as a funny reminder of the lesson I learned back then.
#2
It's just crazy that this challenge's leaderboard could now benefit from having a turn time value.  Congratulations on your epic achievement, Masta.
#3
I had to actually lower the solid ceiling of the please die part a couple times in testing because the original goal of it was to require the player to connect to the sparsely-placed single pixels.  I realized in testing that that was just ridiculous and the map would be literally unbeatable that way, so I made it possible to connect to the top, which gave the player at least some hope.  If WA didn't have frame-rate-bound issues, it would have worked, but it does, so I couldn't go that route.

Yeah, I feel like I was pretty mature as a teen already.  Creating something like this was 5 years after I started using computers in a pretty hardcore way, and I'd already switched from making all my maps in MS Paint to Photoshop with the grid tool.  I was doing precise pixel measurements and in-game tests for worm width, height, and tons of possible map shapes, and how the game engine treated them.  It helped that I grew up with Apple II, DOS, Windows 3.1, Windows 95, and Windows 98, NES, and SNES low-resolution pixel games, so I was always aware of singular pixels and how they should affect things.  Thanks for the compliment.  I hope I can raise my son to mature early too.  He's already 15 months old and growing up fast.

A wider evil map is quite possible now, with longer water parts and less annoying nonsense that has no real consequences other than wasting the player's time (trying their patience).  That might be fun for a newer map creator to experiment with.  If I was still as excited about WA as I was back then, I'd be booting up Photoshop (or Krita nowadays) right now to do those experiments.  However, I'm too busy for that these days.
#4
The only people who beat this in the past were Wargod, volrin (RIP), Anubis, and Mablak.  All of them beat it in parts, but never in 1 turn, until now (as far as I knew previously).  Mablak is amazing, as always.

The aforementioned people managed to beat it with 1 continuous worm who stayed alive from the beginning to the end.  I could only beat it in parts, with many attempts per part, while testing it when making it.

Thanks for choosing my ridiculously evil map, which I created to be the ultimate challenge for the most hardcore evil-map players!  It's brutal and I respect anyone with the patience to even get past 1 part of it.

After color maps were possible, I made an evil map that's far less annoying outside of the evil parts, by the way, called SANEtrepidation1.png.  If you want to find it, it's in https://lex.clansfx.co.uk/worms/maps/alllexmaps.zip at "/png/rope race/lex/SANEtrepidation1.png".  That should serve as another challenge for those dedicated hardcore players.

Edit: Another thing I should mention about LEXROPERACEINSANE5.bit is that it was intended for 90-second turns, which was the maximum turn length at the time it was made.  Wargod, volrin, Anubis, and Mablak all beat it with that restriction as well.  So, not only did they have to do those crazy parts, but they had to do them in a time limit of 90 seconds each.
#5
Announcements / Re: TUS now supports v3.8 schemes
August 18, 2020, 07:15 PM
Minor bug report: Clicking the right side of the weapon ammo/delay/power/crate buttons doesn't work here (in Firefox 80.0b8).  Only the left side works.
#6
What's the status of this in 2020 after the release of 3.8?  Is it abandoned or planned to be updated?  I'm interested because I am gathering a list of software for the Worms Knowledge Base wiki.
#7
What's the status of this in 2020 after the release of 3.8?  Is it abandoned or planned to be updated?  I'm interested because I am gathering a list of software for the Worms Knowledge Base wiki.
#8
This is insanely cool.  Nice.  I've subscribed to your YouTube channel and I'm looking forward to updates.
#9
I'm glad you're okay, Skunk3.  I have fond memories of reading your posts and playing WA, especially T17 matches, with you over the years.
#10
All of them.  There were multi-clients, but they didn't support what the modded versions of the main ones supported, so I just ran them all.  My computer had 256 MB of RAM, so it was k.
#11
I was a 12-year-old playing with all these people in WA.  I'm 32 now with a kid of my own.  Crazy.
#12
This project is cool.  Any rope implementation that's somewhat like WA's is awesome.  What's your thought on licensing for this game?  It'd be sad if the project disappeared some day since it's so cool.
#13
The big mexi is not consistent enough for a full run if basic training is done, which is the current category on speedrun.com.  Mablak may do his run without basic training, but I know mpu and Pichi are both doing their runs with it.
#14
Missions Speed Run / Re: Mission 8 - Big Shot
April 07, 2017, 05:32 PM
Wow, that mine bump into mid-air uzi is amazing.
#15
This mission is so hard to optimize.  You've done a good job isolating the reasons behind everything.  I hope others can learn from this.  For me, worm 4 rarely moved right.

Fire punching and landing without taking fall damage on turn 3 is frame-perfect, IIRC.  It is almost certainly more consistent to shotgun.