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Checkpoint delaying | |
Posted By: Rockslider | Date: 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! |
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Replies: |
Checkpoint delaying | Rockslider | 3/30/07 8:53 a.m. |
Re: Checkpoint delaying | vshields ash | 3/30/07 10:09 a.m. |
Re: Checkpoint delaying | Rockslider | 3/30/07 1:17 p.m. |
Re: Checkpoint delaying | vshields ash | 3/30/07 5:41 p.m. |
Re: Checkpoint delaying | Morpheus | 3/30/07 10:35 a.m. |
Updated with a few more ideas | Rockslider | 3/30/07 3:40 p.m. |
Re: Checkpoint delaying | DemanusFlint | 3/30/07 5:36 p.m. |
Re: Checkpoint delaying | Rockslider | 3/30/07 7:53 p.m. |
Exceptions to checkpoint delay | Rockslider | 3/30/07 7:45 p.m. |
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