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Topics - Mablak

#1
peep the shot at 19:30!
#2
Video of my 33.30 time (at 11:44): https://www.youtube.com/watch?v=GlnaK4LMBaU
#3
Off Topic / Music video I made for my band
July 27, 2023, 12:44 AM
In case any wormers are interested in the music I've been working on (dream pop, indie rock, etc), my band Superocean released an album, and I've made 2 music videos for us so far, latest one:



The full album Permafeels is here, thanks to anyone who listens: https://open.spotify.com/album/2fXI6yZgC0DX3jIvUtCk1j
#4
RuffledBricks will be running All Missions at GDQ with me commentating, hope everybody tunes in. The time may change by an hour or so, but right now it's scheduled 7:58 GMT Friday (11:58 PM PST Thurs), you can check the schedule as it gets closer:
https://gamesdonequick.com/schedule

We have some new strats I've found just this month, so totally worth watching even if you've seen the run before!
#5
RuffledBricks will be showing off the first ever WA speedrun in a marathon setting on Nov 29! It'd be sweet if he could get everyone's support.

It's for UKSM, Nov 29th at 12 GMT, right here: https://www.twitch.tv/uksmlive

The All Missions Any% run is something both of us have spent a lot of time working on, and it's actually nuts how many improvements we've made. Also if anyone is interested in getting into the speedrun, join us here on discord: https://discord.gg/K9KrXfmuFG
#6
General discussion / oldsock appreciation thread
September 07, 2021, 06:06 AM
The mad lad donated several hundred bucks today on Komo's stream, all for future cups and tourneys.

I mean, holy shit guys. Cheers to oldsock! We could really spread that across any number of events.
#7
Haven't talked to any worms pals in a while; but hey to anyone who's still kicking! Been busy making music in Portland, OR for years now, takes a lot of time. We kind of revamped our band, changed the name to Superocean: a friend I've known for like 20 years joined as our bassist which is awesome.

It's dream pop, shoegaze, etc: lemme know if you like it! And if anyone could sub to the new YT channel, would be 👌

#8
Off Topic / I made a music video
March 29, 2018, 11:53 PM
Hey worming comrades, it's really been a while. I've just been working on my band and also some solo music. I just made an 'actual' music video with some cool colors, check it out!



I'm gonna be releasing indie/dream pop/alternative stuff like this on YouTube; if anyone wants to subscribe/show a friend, would help a lot. I'm probably going to do another one in this style called "My Dolphins," because it's weirdly fun to pixelize things.
#9
Off Topic / Another single from my band
July 10, 2017, 10:24 PM
Hey peeps; my band has another single for our EP, quite different from the last one. Listen and share if you like it!  :)

https://castlespdx.bandcamp.com/track/pleasantries
#10
Off Topic / My band's new single: Spaceburbs
May 11, 2017, 09:39 PM
Hey dudes, my band CASTLES is putting out an EP called Tangerine High; more psychedelic, dream pop, indie kind of stuff. It'll be out soon, y'all should take a listen to the single!

https://soundcloud.com/castlespdx/spaceburbs
#11
I wanted to hit one of the sloggiest missions next; I'll finish filling in the others soon.

General Strategy: So there are really only 2 feasible strategies if you want to reach the crate that spawns on the far left side of the map in time. You absolutely need the girder crate, so you can A) kill your rightmost worm, giving your left worm more turns to snag the crate and then dig left, or B) move your left worm towards the incoming crate, while your right worm tries to reach the girder crate.

Option B seems the most promising at first, but there's no reliable way to do it. If your rightmost worm stays where it is and digs down, it simply won't reach the crate in time unless the AI help you dig, which is too luck-based. The other method is sending your right worm between the middle of the tapes, and digging from there. This can be done if your worm firepunches the barrel in just the right way, or uses grenade, while also pushing the AI worm so it can't attack you. But both these methods only work maybe 30-50% of the time at best, and that's too much of a time loss to risk on the final mission. Ultimately, option A and B seem to yield around the same time, but option A is way more reliable. I'll just go over option A, though B is included as 'risky route'.

Turn 1: So, your first worm wants to snag the girder crate. I'm just torching down right, then going horizontal once I start to destroy the darker colored pixels.

Turn 2: Now your rightmost worm has 2 jobs: 1) be a target for the first AI worm, so that it doesn't waste time walking left and shotgunning, and 2) die! So just stand on the barrel and let nature take its course. I think standing on the right side of the barrel so the AI launches you into the water saves a couple secs with no grave animation. If you want to be 100% sure the AI kills you, it's fine to just press up to the left side of the barrel.

Normally it seems like an immense waste if a worm is just skipping go without doing anything, so it's worthwhile to go into some of the things this worm could do (but shouldn't do) before dying. For one, it seems impossible to kill the top 2 worms in one shot, which might save some AI turn time. It's possible to open your left worm--at least if you had torched straight to the right--but it doesn't seem to be possible to do this while hitting the barrel and halting the leftmost AI worm's path down. And there's a lot of extra aiming time there. Your worm can kill the rightmost AI worm by jumping, but this accomplishes nothing; that worm skips go every time after the first turn, so it should be left alive. Your worm also could boom race up to where the middle AI worm is, perhaps doing something for 1 turn before dying, but it's just going to be killed if it does this. You could also clear mines on the far left side of the map for later, but might as well do that with a shorter turn by your left worm. It seems the best thing this worm can do is not waste time.

Turn 3: 2 sec nade straight up blows open a hole and hits the barrel, making it easier to get to the girder crate.

Turn 4: On this turn, the goal is to make sure the AI worm can't walk right and get to you. So destroy the land as shown (the AI wants to avoid fall damage), then shoot toward the girder crate to make torching easier. You're going to need to backflip back up after you get the girder crate, so your first shot needs to be done with this in mind. It's good to end your retreat just around the torch hole, walking any farther right can lead to the AI nading some crucial land.

It's important to note that it was entirely possible to torch a little lower on turn 1, nade an opening, then torch to the crate in 1 turn, saving a turn. But for various reasons, that route comes out slower, even though you're doing things 1 turn faster. It's partly because the walking path is a bit less smooth. So this turn is kind of a waiting turn, which is fine since you have to wait a set number of turns anyway.

Turn 5: Move right, planning your jumps in advance, and torch to the crate.

Turn 6: Get back to your starting location and torch up left; the AI will airstrike above you, doing some helpful digging.

Turn 7: Torch up left again, and remember you can hold space before the turn starts to make sure it's entered immediately.

Turn 8: If your worm is free, all you really need to do is clear some mines. I like to toss a 2 sec nade aiming for the right side of the health crate, since this can be done quickly. If your worm isn't free, you should shotgun out, then either shoot the health crate or 1 of the mines. Your retreat is important; try to make sure when the AI targets you that it isn't going to destroy land so as to cut off your route left.

Turn 9: Get as far left as you can, and place the girder to catch the crate next turn, getting as far up the gird as possible. This placement really changes each time, and sometimes you may even need to set off a mine right after you place, to clear the path. If the far right AI worm happens to be dead though, then the AI will be attacking you instead of skipping go, and you really need to be able to place and then move right so the final crate isn't destroyed.

Turn 10: Snag the crate. As with the other missions, it still counts if you get it while dying, not that you need to.
#12
Method Credit: Wyvern, Lex, Deadcode

I'm a bit unsure which route to choose here: the normal route I've developed is about 20 secs slower than the LG route. But to do the LG route, you need to alt f4 to get to the 5th attempt, which takes a little time, and the route isn't 100% certain. I'll go over both methods.

Normal Route

You can't power through the mines, since they'll kill you if you set them off beneath them, and they'll blow you off the chateaus if you're to the left. And there's no handgun for a few turns, so that's out of the question. You also can't really launch a worm by any means either. The only option is to girder efficiently and then bat a mine. Fortunately the AI are just skipping go.

Turn 1: Jump/skip walk as shown to stack your worms and climb up; use air time to select SW. It's good to position the first two worms so the 3rd can just crawl up them. Try to have your hand on f7 to select a girder as you get the crate. It's easiest to position the girder so that you just have to backflip off the oil drum to climb up.

Turn 2: Now to get past the second mine, just select worm and girder again, no need to change the orientation of the girder.

Turn 3: This horizontal girder needs a bit of a good eye to place; just make sure you can jump back over to it. And make sure it's far left enough that it's not blocking the mine you're going to bat. Then jump efficiently as shown to get the crates.

Turn 4: Finally, jump back and get close enough to the mine to bat; there is literally one angle that will work here. I remember it as the sprite change as you're going down, where the crosshair is closest to an upright X. And even though the mine activation seems really close every time, it seems to be 100% successful from what I've seen. Here's a pic of the placements and the angle:

Mission17Pic1.png

LG Route

First, make sure to alt f4 + space to the 5th attempt.

Turn 1: Same as the normal route, just make a longer girder instead. And try not to block your worm's flight path.

Turn 2: Select the same worm, activate LG, and jump/skip walk to the fire punch crate as shown. Select worm and backflip up to the oil drum. Now get to the right of the oil drum and start nudging yourself left, just stop at the first position where your worm is standing on it. Do a single backspace jump, and try to hit firepunch the moment before you land, as close as you can make it. This will send your worm flying in just the right path to kill the far right worm. I seem to be able to get this quite often, so I'll see how this feels during full runs.
#13
Turn 1: This mission is a simple fling and kami. You need to do a quick hand motion to start off, since you want your arrow hand free the moment you get the rope crate. I'm pressing tab/enter quickly to switch worms and jump, then putting my left hand on f8 and space to select/shoot rope, keeping my right hand free. The fling just needs to be done with an angle and a bit less than full power. And you could always rope across slowly if you had a really good run going.

The kami spot is easy to judge by eye, but for precision, it's on top of the wooden sign, about where your worm touches the last step as you're walking left to right (if you imagine the top of the sign as a series of pixel steps).
#14
Missions Speed Run / Mission 15 - Hot Stuff
April 11, 2017, 04:26 AM
Method Credit: Lex, Deadcode

This map can be done in one turn, and I believe this is the only reliable way to do it. And the mission record shows another awesome route that's hard to pull off. It hinges on one extremely precise HHG placement, which took me many hours to figure out, and then even more to make sure it was reliable. Since a tiny difference in HHG location makes a big difference in where you're blasted, this placement ended up getting into sub-pixel territory.

Turn 1: Rope and snag the double damage crate, while setting off the right mine to move the right worm to a better spot. Avoid that closer mine. Now get yourself into position at the bottom of this light brown object, facing left:

Mission15Pic1.png

Now go 4 nudges right (the 1st nudge is your worm getting higher), aim to the 11th angle, toss HHG with the bare minimum power, then move 2 nudges left. Might want to memorize this crosshair position on the blue wire:

Mission15Pic2.png

The hardest part is tossing a lowest power shot, it can help to take a second to visualize it. With practice you can definitely get it most of the time. Your worm flies up and grave damages the top worm into the water, scoring a triple kill.

Backup Strategy: Rope and kill with dyna if you miss the upper worm.
#15
Turn 1: Fly your sheep to the crate. The shorter route saves a good 8 seconds, so opt for that if you're skilled and feel like you've gotten it down. But it's hard to beat the safety of the long route; I'm probably doing that to begin with. I'm not even really considering the other shortcut since I don't think the success rate is high enough. The mission record method is way more efficient here, but it's crazy difficult.

Turn 2: Fire punch.
#16
Method Credit: c0o1, Deadcode

This mission is hard to untangle, with tons of possibilities, and I think it's the one I've had to spend the most time on. So first off, which worm should you choose, assuming you only need one? Both routes are similar in that you're handcuffed for a few turns by the delay on ropes, and you can manage to pick off worms with short turns while you wait. But having spent tons of time on each worm, I can safely say the left worm route gives a faster round time. It's instantly open, offers a triple-ish kill, and is really close to the left two worms that you need to hunt down. I've attached a replay of the luckiest right worm route I've seen, and it's about the same as an average left worm route. The other replays are variations you'll see on the main route.

Turn 1: Select your left worm. Now interestingly, this is the only jump in the missions that requires sub-pixel alignment to do properly, and Team17 probably wanted to make it impossible. If you try to put yourself in the exact same spot just by eyeballing it, you still won't make the jump every time. But I found a really simple combination of moves that gets you into the same position and over the jump every time: 1 nudge right, 1 nudge left, forward jump, backflip, one nudge left, then backflip.

Now for a max bounce, full power, 3s ground nade that gets a triple-ish kill every time: the worm position is pretty exact. My method is jumping onto the hook as shown, falling down, aligning my aim by looking at the crosshair on the ground, and backjumping 3 times. Sadly I can't find any good natural landmarks on the map to get to this position faster, no matter where I look. I also can't find other positions that are close and still work: going left a bit does give one position, but it doesn't always manipulate the 3rd worm into walking down to its watery death. In any case, I'd memorize how this crosshair looks on the land: the upper right region has a single line of dark green sandwiched between medium green.

Mission13Pic1.png

End your turn above the gray hook, facing right to prepare for a backflip onto a long girder.

AI Turn 1: The right AI always nades or zooks the right worm, then walks right, giving you the honor of a triple-ish kill, over the course of a couple turns.

Turn 2: Now this turn requires some explanation: why use a girder when you could find some other crazy move to kill the worm above you? It's because A) this girder serves to get you a super quick kill with bat next turn, B) staying high makes the far left worm much more likely to zook open a hole in its hiding spot, and C) it's really hard to find a move to kill that also has low preparation time. Homing is imprecise, a 1 or 2 notch nade needs to be lined up just right, etc. On top of all this, you essentially have 1 turn to burn while waiting for ropes, so you might as well make that turn fast. If you did kill this worm instead of girdering, there would likely be nothing for you to do next turn, unless the highest worm teleports within reach. Plus you'd be in a spot where the far left worm doesn't open.

So, just make a long girder to the upper AI worm and walk up about as far as you can. So far, I've had more luck ending my turn on the girder instead of getting to the left of the AI worm. This seems to result in more crate hits in the AI's coming turn, if it zooks.

AI Turn 2: There are 4 main possibilities the highest AI worm might take here, in rough order of greatest likelihood:

A) Walks right, skips go.
B) Zooks, hitting crate, opening and hurting itself. Zooking seems to occur most often with full red wind.
C) Zooks, missing crate, then walks right as well, albeit not as far as in case A.
D) Teleports to a semi-random location.

Turn 3: Unless the AI has just teleported to an amazing, close spot where you can get a double kill with say, bow or shotgun, just do a very quick, horizontal bat of the worm on the orange object. Don't bat instantly with f7 though, or you'll get a downward angle. Stay high on the girder to manipulate the AI into zooking higher and opening.

AI Turn 3: The far left AI should now zook and open; it's very rare that it doesn't. It may collect the health crate, or just stand near it; there also may be a way to manipulate this with your worm's position. The upper AI worm may get damaged and fall, or stay roughly where it is, assuming it hasn't teleported.

Turn 4: Now you have two worms to take out, and it's best to formulate a plan to kill 1 per turn, while staying very safe. Most of the time, it's safest/more useful to take out the far left worm first. Rope and nade is my preferred method, aiming to get the worm down the hole. The placement is usually a bit right of the worm, but if you miss, you may still have a chance with bow next turn. Be extremely cautious about your hide; if it's theoretically possible to kill you, the AI may actually discover it, because they do some brute force searching for shots. A great unkillable hide is on the pinkish object up left, it's usually my go-to spot.

AI Turn 4: Now the final AI worm will presumably take a shot at you, unless it's teleported to a distant spot. Also worth noting, if the AI are in danger of sinking, they tend to teleport.

Turn 5: Think hard about the absolute safest way to kill the final worm; if it can be pinned down, and has under 100 health, minigun might be ideal. If it remains in its same upper hide spot, bow is a good option, aiming for the same hole as the previous worm. Looking at some of the variations here might help.
#17
Missions Speed Run / Mission 12 - No Substitute
April 07, 2017, 09:54 AM
Method Credit: c0o1, Lex, Deadcode

It's been known for some time that this mission is doable in 2 turns, if you start off with a HHG that gives you a triple kill. The challenge was making this repeatable, and I've found a really good way to do this.

Turn 1: The objective with HHG here is to A) place it in a very exact location, and B) get an angle to avoid the randomness of the crate's flames. Forward jump twice, then walk to the end of the gun and fall off. Forward jump twice again, then just 4 nudges left, and you're in position. Lay the HHG, then do the hokey-pokey, as shown, and it's a triple.

Part of the point of this routine is to preserve the same sub-pixel alignment each time, and doing a different series of jumps will change this. Come to think of it, not totally sure if skip walking changes things. Also, this trajectory gives a very quick slide on the upper right worm.

Turn 2: Assuming the Field Soldier worm hasn't moved, just shotgun it, and it's a sure kill. It's helpful to memorize this crosshair position:

Mission12Pic1.png

Then if you do 2 nudges right, you can just forward jump the whole way to the other worm, ending with a landing on them, which saves time. The fastest shotgun shot would then be close to the horizontal; give yourself some space though, since shots can go through if you're pressed up against the worm.

Backup Strategy: If the Field Soldier worm has moved and can't be killed, you could just opt for a zook kill followed by a homing kill. I'll give an example of this later. Also, very rarely Field Soldier will simply kill your lower worm. In this case I think it's best to just restart; you could get a kill per turn, but it will be unnecessarily hard.
#18
Method Credit: Lex

Strategy-wise, this run requires setting things up to pick off one worm each turn, and get one double kill. Which seems to be as efficient as we can get, since the worms are very isolated. And as with most missions, fewer turns generally means lower overall round time. Start by using alt f4 + space to get to the 2nd attempt. I'm going to call the AI Worm 1 to Worm 7, as they appear from right to left.

Turn 1: Use rope to quickly grab the dyna crate, then dragon ball Worm 1 into the drink. Try to end your turn as far right as possible. Your worm acts as bait: it will draw air strike fire from Worm 6, who would normally attack your far left worm, which could kill it and ruin the run. Also, your first worm dying will be good for turn order on your last turn.

Turn 2: Use rope to set off the mine, do one swing backward, then come forward and land where the mine was. Since the mine damaged Worm 3, you have around .2 secs of walking after you land before you're interrupted by damage animation. To avoid this, try to land in a spot where you can fire punch Worm 2 without moving. If you miss that spot, try to jump immediately then fire punch. You want to end your turn as far left as you can, since you'll be in prime double kill position later.

Turn 3: Worm 7 will have lobbed a nade at your far left worm; sometimes this kills, and if this happens, you really just have to restart. If not, then with your third worm, just kill Worm 6. Fire punch is the fastest way, but it takes some practice to hit and then land without taking fall damage. You want to be just a bit right of being horizontally lined up with Worm 6. If you want to stay safe, just use shotgun to kill.

As for the retreat, I think this is the best position I've found (from the airstrike luck run), standing with the end of your tail in line with the bottom of the red thing:

Mission11Pic1.png

This position manipulates Worm 5 into walking right, closer to the mines, which I assume it does to distance itself from your worm, and possibly to give it a better position for firing on your far left worm. The point is to get Worm 4 to air strike you, barely hitting Worm 5 into the mines. Now this position doesn't have a lot of margin for error. If you go much further right, Worm 5 will nade at your worm, possibly pushing you into a location where Worm 4 won't hit Worm 5 with the air strike. E.g. pushing you left onto the grey tube.

Turn 4: Now with your far left worm, rope up and bat Worm 7. Bat has a long hitbox, so you can get pretty far away, which helps for the retreat. And the retreat is the crucial component here for the aforementioned air strike. Next turn, normally Worm 4 targets your left worm. But if you end your retreat roughly where I do, Worm 4 instead walks right and targets your middle worm every time. I don't know exactly what causes the AI to change targets like this, it may have something to do with how 'unhittable' your worm is in this spot. In any case, small changes to your worm position can sometimes result in the AI switching targets. A good way to land in this spot is just jumping when you're in the middle of the whiter part of the glass:

Mission11Pic2.png

Turn 5: Now if you were lucky, Worm 4's airstrike will have hit and killed Worm 5; as far as I know, there's some luck here in exactly where it aims. I've included the case where this does and doesn't happen. In either case, with your 2nd worm, just lay the dyna immediately to kill Worm 3 and Worm 4. This is where manipulating Worm 4 to walk right pays off.

Turn 6: If Worm 5's still alive, try to make sure you spent the AI's turn planning how to kill it. Rope to it quickly. If the worm hasn't moved, fire punch will kill in either of the two main positions it might take, which is a quick way to attack. Minigun is also a good option, if it's pressed up against land.
#19
Missions Speed Run / Mission 10 - Jurassic Worm
April 03, 2017, 10:26 PM
Method credit: M3ntal, Lex, Deadcode

Turn 1: Rope up and left, releasing a mole and setting off the closest mine, which knocks the 2nd mine into the worm below. Sometimes your mine will get stuck as it bounces down the mole hole. But I've had great success in avoiding this with the following positioning: launch the mole as it's roughly centered on the very top row of pixels of the brontosaurus shoulder, as you can see here:

Mission10Pic1.png Mission10Pic2.png

Just detonate the mine a moment after launch. The moment you detonate can potentially have an impact on the bounce of the mine, as it can hit the bottom of the land as the mole is digging. But this mole position seems to be very safe.

Backup Strategy: If the mine gets stuck, you may be able to uzi it down the hole. I'd say use your judgment on this.
#20
Missions Speed Run / Mission 9 - Water Surprise
April 02, 2017, 07:14 AM
Method Credit: Deadcode, Bloopy, Nekton

Turn 1: Walk left and bow the two mines on the tower. It's not too difficult to freehand these shots. However, if you're going for a consistent run, it's good to have fairly precise locations to shoot from, because small changes in distance/angle will result in big changes to the power the bow imparts to the mine.

1st shot: a spot I like is on the head of your left worm. Crawling up the back slowly, it would be the first spot where you can't get any higher on the worm. From there, just aim at the mine. Two angles will hit it, but go with the one where you see a sprite change, as you're adjusting from low to high. For the second shot, barely touch your left worm and do a backflip, as shown, then just shoot at max angle to do away with the 2nd mine. As for the retreat, I'm favoring jumping forward to act as a walkway for your next worm.

Turn 2: Start by jumping forward, which gives you air time to place a long vertical girder, then end your turn about halfway up that first stretch of the tower. This placement should be pretty exact, here's one that works well:

Mission9Pic1.png

One way to memorize this placement is looking at the red cursor; its rightmost column of pixels is horizontally just 1 pixel away from touching this feature of the tower. And the top pixel in that column is vertically lined up with it.

Turn 3: After climbing up the first stretch of the tower by jumping on your worm's head, climb up the second stretch the same way every time, as shown. Backflip as high as you can onto the tower, then backflip bounce off the tower (make sure you're pressed up against it), then backflip bounce off the girder. From there, just snag the Aqua Sheep and do a quick double tap at the right spot to kill the AI; the sheep penetrates deeper when released than when flying.