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Dustforce dx new levels
Dustforce dx new levels












dustforce dx new levels

Being "retired" from ILs and playing the game competitively, I now just spend time TASing the game or testing out cool routes or other ideas, often taking suggestions on dumb strats to test. Enter myself 3 years later, a person who has too much time on their hands and tests everything for no reason. The community assumed this surely would not be faster, and since at the time we lacked the ability to make optimized TASes or even really tool assisted demos, the route became an obscure meme in the community and was forgotten, and testing it seemed like a waste of time. Even after you clip back in, you still half to play the rest of the level as Dustkid, who is rather poor at boosting in general, and would have to deal with finishing the end of the level without a super attack. After about 9 seconds of this setup, you're ready to (slowly.) hover up to the next part of the level. As well, you would also need to force this apple to go into the clip while also keeping both of your aircharges on Dustkid, which is a very unwieldy feat and is also quite slow. for starters, the apple is about 6 seconds out of the way. While technically this route did work, there was a few problems. Some players suggested (jokingly) to pair up this "flying machine" technique with the out of bounds clip in Ravencoff's route - instead of farming a super, use the apple to hover up (slowly.) to the next section of the level while staying out of bounds, and then get back in bounds and finish the level as normal. While this lets you cross infinite gaps both horizontally and vertically, it is an extremely slow form of movement (ESPECIALLY vertically) and it's just too impractical in most cases. if you repeatedly attack an apple in the air, you create a sort of "flying machine" where you push the apple around through the air, while the hitrise from attacking the apple causes you to slowly rise and float through the air. They are invincible, can be knocked around, and ultimately don't do much else. More on apples, however - apples are easter eggs added by the developers that are supposed to be fun objects for adventurous players to discover. Ultimately, the idea was a great meme, but it was obviously too slow and was forgotten about. However, achieving this super attack quickly was completely impossible - the only method for earning this super was to climb up to an apple, attack it 100 times (!), and then climb through the clip and use that super. Several years ago, a player who was known for finding absurd, broken routes (Ravencoff) found that if you used a super attack to refresh your aircharges, you could just BARELY reach the next "floor" and would skip about half of the level. Here's an image of the area directly above this clip. However, getting anywhere useful from here was a major uphill battle, as the next place useful to clip back in bounds was extremely high above the player. However, it did have a rather intriguing bit of geometry on a wall that when climbed, would push the player out of bounds. Tunnels is a rather standard level for Dustforce, as can be seen by the current RTA record - it's very horizontal, boost oriented, and very linear. However, late at night this saturday, I found a new method of doing a long theorized skip, and with the help of others we managed to make it viable outside of TAS! it is VERY rare for a useful out of bounds clip or major "sequence break" to be found that completely redefines how a level is played. While occasionally a new route might be found, and small optimizations are found all over the place rather often. Significant skips are rather rare in Dustforce due to the linear nature of levels and game progression (levels are segmented in an overworld, meaning a skip would have to occur within a ~25 second IL). Just incase this gets lost or deleted in the world of reddit here:














Dustforce dx new levels