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Checkpoint delaying
Posted By: RocksliderDate: 3/30/07 8:53 a.m.


After belatedly hearing about methods of delaying checkpoints and realizing how useful they're going to be in engineering novel gameplay situations at Bad Cyborg, I've been playing catch-up. I've now posted a general account of Checkpoint delaying (for H1) at the site. It includes some thoughts about what's going on, and maybe clarifies things, which might be of interest to the tricks brigade. Er, unless they came to the same conclusions years ago I suppose (I searched for additional old material but with little success). If anyone has any useful links to old material or wants to pick holes in my theories or whatever, please add to the thread!

Bad Cyborg



Message Index




Replies:

Checkpoint delayingRockslider 3/30/07 8:53 a.m.
     Re: Checkpoint delayingvshields ash 3/30/07 10:09 a.m.
           Re: Checkpoint delayingRockslider 3/30/07 1:17 p.m.
                 Re: Checkpoint delayingvshields ash 3/30/07 5:41 p.m.
     Re: Checkpoint delayingMorpheus 3/30/07 10:35 a.m.
     Updated with a few more ideasRockslider 3/30/07 3:40 p.m.
     Re: Checkpoint delayingDemanusFlint 3/30/07 5:36 p.m.
           Re: Checkpoint delayingRockslider 3/30/07 7:53 p.m.
     Exceptions to checkpoint delayRockslider 3/30/07 7:45 p.m.



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