Joined: Mon Mar 15, 2010 2:36 am Posts: 1303 Location: Back to the surface!
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How to interpret Annabelle’s markers :
As you are about to begin working on my Spine Network quests and the newest quests I made these days, here is how to interpret my markers.
Let’s take one :
Reset quest – 3rd pers – turn camera angle – center marker – 1st pers – turn left – aim next – run-jump
This is the shortest way I’ve come to with experience to explain in few words a serie of steps you MUST follow exactly.
Reseting a quest :
Reseting a quest enables you to stand on the marker, in numerous quests, people don’t really need to reset quests as the next marker is not that hard to land on. The reset game option enables you, for the last marker that you got, to enter in an edit mode sort of and be able to see it without capturing unless you go a little too far and come back.
When you see in my quests : reset quest, this is not an option, it is an obligation if you want to go further down the road.
Switching from 3rd pers view to 1st pers view perspective and the contrary :
If I tell you to switch between the 2 modes, there is a good reason why. Trust me, I have a lot of experience.
Centering a marker :
After reseting a quest you will often see this instruction. You must do it. This isn’t an option. When you play a game, you grab the marker as soon as the avvie touch the border of it. There is a small space between the 2. This small space as small as it can be is too large for my quests. LOL. You must center my markers when I told you to.
If you don't have a clue of what centering a marker is, switch to 1st pers view, look down, if you see the middle pulsating bullet then you are behind the center, move forward a little bit. You must completely hide the center bullet with your avvie when looking in 1st pers down.
Aiming marker :
Unless I told you to aim a particular spot within a marker, I presume you will do the following, switch to 1st pers, center the middle bullet on your screen. If you have more experience like I do, you can easily figure it out in 3rd pers view even if the marker is really far away.
Other techniques requiered :
Combo jumps : already explained - see part 1 earlier in this topic
Double jumps : already explained - see part 1 earlier in this topic
Zip Line launch : there is a Ki-mail circulating in the Cavern made by Straker that explain very well how to do it.
Breaking a wall :
How to break a wall? When you stand on top of an invisible collision wall sometimes you will feel support by another barrier. Not always, but for the vast majority of time, in my quests you will have to switch between 2 walls or to fall behind a wall that is supportive.
The technique is fairly simple but can take up to 5 minutes for certain walls I’ve encountered in the Cavern.
You have to jump up and walk straight forward against the wall, perpendiculary to it. As soon as you feel your avvie is moving even a pixel forward, repeat the process.
At anytime, when trying to break a wall, if you side-step when trying to move forward, stop moving, jump up and retry moving forward. Side-step is not good when trying to break a wall, you want to go forward even if it is for a few pixels.
Be support or find support by wall :
This is almost the contrary of breaking a wall. To move along collision wall on great distances and with ease, you must find and be supported by the wall. If lucky, you will find it very fast, if not here is the way to do it.
Back up very carefully, not too much as you will fall down from the wall. Turn your avvie so when you will push the forward key, you will angle the wall in a 45 degrees angle. Don’t push forward key too much because if the support isn't there, you will have your ticket for Relto.
As soon as you feel your avvie is going sideway when pushing forward key that is your cue.
When you are support by wall you can either walk or run as long as you keep an angle of approximately 45 degrees at all time and that imply also that you DON’T ever jump. Jumping up is related to breaking a wall, remember?
Inside turn and outside turn when support by wall :
When you come to an inside turn, don’t worry, just turn your avvie to angle to the new direction than keep walking or running along the supportive wall.
When you come to an outside turn, this is a bit tricky as you have possibility to loose support by wall. First thing, slow down if you were running, now angle the wall so you are perpendicular with it (90 degrees angle). Keep walking and feel your avvie movement, as soon as it goes a little forward whether than sideway, realign your avvie to angle correctly this new lenght of the wall. You are now ready to go.
If you want to make sure how to do outside turns then reset my quests, every outside turn have a marker right on the turning point so it might help you to see visually how it works.
Unsticking your avvie from a sticky situation :
I mainly use this trick to find collision walls top. You have to get stick inside a collision wall by jumping right into it.
You will be grab by it. Sometimes, it is fairly easy to get out of there, but the main goal of unsticking from a wall is not to go back to normal areas but to stand on top of collision wall. That is the hardest, find your way to the top instead of normal surrounding areas.
For example, in Kadish Gallery, in my Lower Forks quest of my Spine Network, I have one marker where I say to you to run-jump to a spot. On landing, you will be stick there.
On landing, you will need to side-step a little toward the outside of Gallery, then jump up, then run-jump aiming the outside area. In order to move from this sticky situation you must pan the outside area and try every angle, meaning by that you must for every angle possible as long as you are looking inside Gallery, run-jump to see if your avvie will move.
If you move 1 pixel then it is good, repeat. If you don't move, redo it all over again : run-jump in every directions outside of Gallery.
Once you move, you will feel that you are climbing the wall. The cue to know you are safely on top is the popping out of the wall. You will feel it on screen.
But there is a catch and this is not very funny. You can either pop out smack on the collision wall or pop out just a little too
much on the edge of it and find your way to Relto. So, in order to prevent that, when you feel your avvie is about to pop out, the climb will get easier and easier as you will unstick so there is your cue, aim the next marker already. As soon as you pop out, run-jump immediately from that wall.
For the spot in Kadish Gallery, it works for me at a 75% rate chance but it can take me up to 10 minutes sometimes to get out of there. Hopefully, within my Spine Network, I made a nice alternative route that will enable you to jump from an upper spot right on top of the collision wall.
But anyway, it is a technique that I use so I wanted to teach you guys how to do it.
There are numerous other techniques too for more advanced users : i won’t explain all to you but here is few :
Stack up your cpu memory just enough not to receive a stack dump error from the game which means you are out of the game LOL you must restart all. This technique is made simply by using the game URU itself, no need to have external need here. You must have instinct of when you are about to crash.
Easy way to do it : Relto out, Relto out, Relto out, Relto out, you will see that after numerous times, your game will be more and more laggy. That can be good or not good, you must have instinct of whether it is good or not. Sometimes, it can be more helpful to close URU and let the memory refresh then relog to URU.
Use special programs that need a lot of memory to restrict available memory like cpu killer. It launches several hard mathematical operations to your cpu in order to reduce available memory. In long term though, I don’t think this is really good for your pc.
You can shut down cpu if you have more than one that imply having duo or quad core pc
You can run Fraps alongside URU on same computer. This program needs a lot of memory.
There are more also but that is more than enough you have to know for playing all my quests.
The last techniques are not needed but for a few of my quests, but often I mentionned it or anyway markers are just there for esthetic purposes.
I made some edition on this post to clarify my speech.
_________________ Annabelle 47907 - New avatar
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