Mazing
Mazing
i was just in a server with oblivion and all i told him to do was follow me into my maze and it ended up being pretty nice
Its actually quite fun too . You should give it a try and post what you came up with
p.s its funner to do it with more than 1 person
Its actually quite fun too . You should give it a try and post what you came up with
p.s its funner to do it with more than 1 person

Re: Mazing
That looks fun.. and your moviepack is crazy. ;p
Re: Mazing
thanx i got it from sine's movie pack
the crazy thing about this movie pack is the local game which actually is a revival of the classic tron game.
Phytotron and sine.wav really did well on it
the crazy thing about this movie pack is the local game which actually is a revival of the classic tron game.
Phytotron and sine.wav really did well on it

Re: Mazing
This wiki-article on Roulette may interest you. I don't think any servers are running with settings good for this type of mazing—The wall length in “Shrunkland: Remastered” may be a little long.
Now that I think about it, Roulette may have been the precursor to the open-style of gameplay… Players would enter a server and mess up the roulette game by core-dumping people or not following the rules, and would often get kick-polled out of the server. Of course, the open-advocates took it a step further and started to think playing open was more “fair”, and that you should always play that way (typically berating other players who core-dumped them).
Now that I think about it, Roulette may have been the precursor to the open-style of gameplay… Players would enter a server and mess up the roulette game by core-dumping people or not following the rules, and would often get kick-polled out of the server. Of course, the open-advocates took it a step further and started to think playing open was more “fair”, and that you should always play that way (typically berating other players who core-dumped them).
Last edited by dlh on Mon Dec 21, 2009 11:10 am, edited 1 time in total.
Re: Mazing

- Phytotron
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Re: Mazing
Shrunkland's wall length works well for roulette—we [early regulars] used to do it all the time. In fact, they can be a little short with only a few people doing it (if you want a big one, especially). Ideally, the walls wouldn't begin receding until you've actually gotten back to the center, and I think I used to temporarily lengthen them for roulette sessions. I think roulette may also have been part of the reason I lowered the acceleration to where it was for so long. Hard to remember for certain now about either thing, though.
I think "open" was born out of a bastardization of plain old tunneling we used to do. Thing is, tunneling was mutual, cooperative, and with little to no intent of trying to kill the other player. However, certain newer players were impressed by the looks and action of it, thought that only the best/most-elite/vet/whatever-bullshit players did it, wanted to emulate it, but also decided to turn it into a "game mode." I remember when [idiot joke of a player who believes looking good is at least as important as being good] came into Shrunkland one day, "hey man, we just came up with this new game mode...you leave a tunnel and never close, but try to make it hard for the other player to get out...takes real skill, only the best players can do it." It was now competitive, a way to show up others, and its adherents insisted others play by these rules. I hated it from the start, and it only got worse. (And, of course, also became appealing because of the loss-insurance factor, as well as the not-having-to-learn-how-to-actually-play factor.) What's disappointing is how many older player also bought into it, but they were probably predisposed, anyway.
The effect I saw on roulette was similar. Roulette had always been cooperative and for fun. But as this 'open' crap took off, I noticed that roulette was changed by this segment of the community into something more of a competitive game. Players would deliberately try to make it difficult, throwing in all their little multibind hitches and stuff to crash up other players. When one would kill the others, and get back to the middle alive, there would be the "pwned, wd, gg, gf, gm, etc.," when roulette had previously not been about any of that.
So, that ruined both tunneling and roulette for me.
You may be right, however, in that they may have fed one another. In both instances it's a case of either not understanding the original spirit and motivation of these "grid games," and/or wanting to twist them for their own self-serving, wicked purposes. And it's all based in the same narcissistic mentality.
That's my analysis and theory, anyway, as I saw it all develop, and the personalities/individuals who adopted it.
I think "open" was born out of a bastardization of plain old tunneling we used to do. Thing is, tunneling was mutual, cooperative, and with little to no intent of trying to kill the other player. However, certain newer players were impressed by the looks and action of it, thought that only the best/most-elite/vet/whatever-bullshit players did it, wanted to emulate it, but also decided to turn it into a "game mode." I remember when [idiot joke of a player who believes looking good is at least as important as being good] came into Shrunkland one day, "hey man, we just came up with this new game mode...you leave a tunnel and never close, but try to make it hard for the other player to get out...takes real skill, only the best players can do it." It was now competitive, a way to show up others, and its adherents insisted others play by these rules. I hated it from the start, and it only got worse. (And, of course, also became appealing because of the loss-insurance factor, as well as the not-having-to-learn-how-to-actually-play factor.) What's disappointing is how many older player also bought into it, but they were probably predisposed, anyway.
The effect I saw on roulette was similar. Roulette had always been cooperative and for fun. But as this 'open' crap took off, I noticed that roulette was changed by this segment of the community into something more of a competitive game. Players would deliberately try to make it difficult, throwing in all their little multibind hitches and stuff to crash up other players. When one would kill the others, and get back to the middle alive, there would be the "pwned, wd, gg, gf, gm, etc.," when roulette had previously not been about any of that.
So, that ruined both tunneling and roulette for me.
You may be right, however, in that they may have fed one another. In both instances it's a case of either not understanding the original spirit and motivation of these "grid games," and/or wanting to twist them for their own self-serving, wicked purposes. And it's all based in the same narcissistic mentality.
That's my analysis and theory, anyway, as I saw it all develop, and the personalities/individuals who adopted it.
Re: Mazing
dlh wrote:This wiki-article on Roulette may interest you. I don't think any servers are running with settings good for this type of mazing—The wall length in “Shrunkland: Remastered” may be a little long.
Now that I think about it, Roulette may have been the precursor to the open-style of gameplay… Players would enter a server and mess up the roulette game by core-dumping people or not following the rules, and would often get kick-polled out of the server. Of course, the open-advocates took it a step further and started to think playing open was more “fair”, and that you should always play that way (typically berating other players who core-dumped them).
Phytotron wrote:Shrunkland's wall length works well for roulette—we [early regulars] used to do it all the time. In fact, they can be a little short with only a few people doing it (if you want a big one, especially). Ideally, the walls wouldn't begin receding until you've actually gotten back to the center, and I think I used to temporarily lengthen them for roulette sessions. I think roulette may also have been part of the reason I lowered the acceleration to where it was for so long. Hard to remember for certain now about either thing, though.
I think "open" was born out of a bastardization of plain old tunneling we used to do. Thing is, tunneling was mutual, cooperative, and with little to no intent of trying to kill the other player. However, certain newer players were impressed by the looks and action of it, thought that only the best/most-elite/vet/whatever-bullshit players did it, wanted to emulate it, but also decided to turn it into a "game mode." I remember when [idiot joke of a player who believes looking good is at least as important as being good] came into Shrunkland one day, "hey man, we just came up with this new game mode...you leave a tunnel and never close, but try to make it hard for the other player to get out...takes real skill, only the best players can do it." It was now competitive, a way to show up others, and its adherents insisted others play by these rules. I hated it from the start, and it only got worse. (And, of course, also became appealing because of the loss-insurance factor, as well as the not-having-to-learn-how-to-actually-play factor.) What's disappointing is how many older player also bought into it, but they were probably predisposed, anyway.
The effect I saw on roulette was similar. Roulette had always been cooperative and for fun. But as this 'open' crap took off, I noticed that roulette was changed by this segment of the community into something more of a competitive game. Players would deliberately try to make it difficult, throwing in all their little multibind hitches and stuff to crash up other players. When one would kill the others, and get back to the middle alive, there would be the "pwned, wd, gg, gf, gm, etc.," when roulette had previously not been about any of that.
So, that ruined both tunneling and roulette for me.
You may be right, however, in that they may have fed one another. In both instances it's a case of either not understanding the original spirit and motivation of these "grid games," and/or wanting to twist them for their own self-serving, wicked purposes. And it's all based in the same narcissistic mentality.
That's my analysis and theory, anyway, as I saw it all develop, and the personalities/individuals who adopted it.
i play roulette in sumo. in a sumo server you just keep going in and out until the zone gets really small and one of you die and the cycle_delay makes better boxes/mazes.
also Phytotron i think that was me...

- Phytotron
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Re: Mazing
No, it was not.
Re: Mazing
heh nice, prettiest ive seen in a while ^^
"You may say I'm a dreamer but I'm not the only one;
I hope some day you will join us, and the world can live as one"
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I hope some day you will join us, and the world can live as one"
“Too often we underestimate the power of a touch, a smile, a kind word, a listening ear, an honest compliment, or the smallest act of caring, all of which have the potential to turn a life around.”
I believe that to truly love is the ultimate expression of the will to live.
Re: Mazing
yeah, that last one could be used on April 1 to convince people of ramps and flying cycles.
- Phytotron
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Re: Mazing
With 50 rubber?! Yeah, big accomplishment.
C'mon, man.

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Last edited by Phytotron on Tue Dec 22, 2009 4:34 am, edited 2 times in total.
Re: Mazing
tbh the server would be alot better with 20, because 50 takes a long time to suicide, and you never use more than 5 rubber, but then again it gives you time to take a picture, so in my opinion it is worth it
- Phytotron
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Re: Mazing
I think that's what you meant.Mkay1 wrote:tbh the server would be a lot better with 2, because 50 is abusive and tedious, and you should never use more than 5 rubber