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Messages - Mablak

#106
TUS Discussion / Re: Hello strangers
February 28, 2017, 04:58 AM
Yo arcane, we had some good games back in the day, really been a while :0
#107
Off Topic / Re: Mug shots / Post your face !
February 27, 2017, 04:56 AM
Quote from: nino on February 26, 2017, 11:13 PM
Now things are getting serious, ye avi is f@#!ed up aeeee

I still can hold u both like 2 babies on my arms cos king

I wanna see them take you on Shadow of the Colossus style, climbing up your back to find the weak point.
#108
Tech Support / Re: Odd Dragon Ball failure.
February 08, 2017, 07:52 AM
You would intuitively expect the mine to move a bit (it probably did, imperceptibly). It's just a really major friction loss due to many bounces between the worms, as far as I know. At 1:00 in this replay, you can see how much speed the mine loses when there's a tiny amount of space between two worms.
#109
This is actually quite useful in intermediate to save time waiting for a barrel's flames to clear away. But also against the rules, at least for NNN.
#110
Thanks for the opinion Jeff. Yeah, I would bank on the nostalgia factor getting some views, that's what drove me to look at things like the SM64 speed run too, and then all the Games Done Quick stuff, it's fascinating. Plus maybe we could ask Cue or someone with a worms related channel to put up a video once I get the routine down, reaching more interested peeps. Seems there are no other runners interested, but maybe someone else will emerge once a run is actually completed ;O.
#111
What's weird to me is that T17 have mentioned, either in that article or another one, that they're fascinated by things like TUS, the worm olympics, etc, and want to capture whatever keeps WA players coming back. In which case you'd think the obvious solution would be expanding on WA itself! Or more fully copying its physics. Like, this is the only game of theirs that has already proven to have eSport potential.
#112
Yeah, hence why RR would be great if it were somehow doable. This is probably the slowest game I've seen done, with a power-walking ninja: https://www.youtube.com/watch?v=5Cqcz7TpDVk
#113
Thanks for the support Dave. I think if it were RR it would have to be broken up a little between maps, for the sake of sanity and carpal tunnel. And yeah we could easily group together some maps, possibly ones from TUS challenges, but would people outside worms view it as a legit category of speed run? There are speed runs of games like terraria, the sims, etc, but those are usually at least tied to some in-game achievement.

So yeah ropa, Deathmatch would be more of a possibility if it just allowed rope knocking. Then it would at least be more of a showing of intermediate skills and not be boring... doubt that can be done though. And of course that's the only prob with the missions, they're an entirely different thing than BnG, RR, Inter, and don't really show the biggest skill sets we all have. The main skills they showcase are good planning/optimization and efficient execution of moves, and to some extent game knowledge.

>Unless of course, teleporting the worm becomes part of the speed run, which I personally disagree with.

So that's the thing, we would want to gear this towards speed runs in general. In which case it's really a timed event from the moment you start the game until the end. I don't think tele would mess up the RR skill at all, it just means people would usually have to do soft landings on the ends. Edit: oops, thought we meant finishing and then tele-ing to the next map in the same turn. But either way, it's the same kind of time sink for all players.
#114
General discussion / WA speed run: any interest?
January 15, 2017, 11:04 AM
So I've worked on a speed run of the WA missions off and on for a while, with the idea of doing all 33 consecutively, though a full run isn't done yet. I have most pretty well optimized, a lot of the methods being similar to the ones here, but more repeatable: http://worms2d.info/Mission_records. Is anyone else interested in getting a routine down and trying for the best time? It could be fun, leading to streaming, and a neat way of attracting attention to the game. If anyone's interested, I could get you up to speed on what I know.

Also, it would be interesting if we could create a speed run category involving RR that had some sort of legitimacy to it, because that would be the most attention grabbing. But alas, I can't think of a way. Aside from asking Team17 to include a series of RRs with WA on Steam that they dub the Worms Derby.
#115
Off Topic / Re: Mug shots / Post your face !
January 03, 2017, 03:57 AM
That skydiving pose, brilliant. Yeah lifting is enjoyable wally, especially since it allows me to eat a decent amount of sugar that I can just work off. And thx free/kins.
#116
Off Topic / Re: Mug shots / Post your face !
January 02, 2017, 12:11 AM
Couple pics of me from a show, band here: https://soundcloud.com/castlespdx/planetside


#117
Back in the day, I thought Dragon Quest 8 was incomprehensibly huge, but this is on another level. Games are finally at the point where I can't obsessively check over every square foot of land.

Everything looks really promising in BotW, like higher difficulty! It's about damn time. The dungeon aesthetics don't look very Zelda-ish, but I can't judge yet.
#118
ea / Re: Can you explain this Kamikaze!?
December 08, 2016, 05:20 AM
Hah, I don't know if anyone's ever complained about this, mostly because only a handful of us Intermediate players are aware of it. Or 'kind of' aware of it, dunno if anyone else has tested it besides me. It has caused some annoyance for sure, but super rarely.
#119
ea / Re: Can you explain this Kamikaze!?
December 08, 2016, 04:09 AM
The pixel floor can be even thicker too, up to like 15 pixels.

Also, kami can fail in another way: if you do kami standing on land that's 17, 33, 49, 65, 81, 97... pixels tall (every 16 pixels), kami will leave 1 pixel of land on the left and right sides (with no floor). So basically, it's good to have your opponent fall through the center to be safe, because it's hard to tell where those heights are. Replay here:

Another way to look at it: there's a 6.25% chance your kami hole will have those single pixels, so plan accordingly :0
#120
Maps Comments / Re: New Hermit TR13 Map Record
November 23, 2016, 01:40 AM
So someone finally got the water skip at the end, eh? GJ, that takes a lot of time.