admiralhowdy
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admiralhowdy
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Joined: 10:58 PM - Aug 11, 2006

2:40 PM - Dec 23, 2007 #11

Another update announcement. Major overhaul.

http://www.gamefaqs.com/console/gamecub ... 0624/43420
Gamecube/Wii TimeSplitters 2 and FP owners, all you need to share map saves is here (GC USB Memory adapter; more info found here [where they don't seem to restock in 2015]).
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GodOfVengeance
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Joined: 3:57 PM - Jul 13, 2007

7:00 PM - Dec 23, 2007 #12

Awesome Guide :good:
Pure Perfection.
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Drifting
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Drifting
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Joined: 3:41 PM - Jun 11, 2006

4:07 PM - Dec 24, 2007 #13

Very, very thorough. Great work. :good:


For All Your TimeSplitters Needs!

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admiralhowdy
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admiralhowdy
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Joined: 10:58 PM - Aug 11, 2006

12:48 PM - Dec 26, 2007 #14

Thanks! I've already updated it again, with some more information here and there; I finally added what Story AI do and don't make the crosshairs turn red, maybe useful if there are AI that shouldn't be killed in your Story map, or if you want to use the mag-charger on someone through a wall in Story (the someone must be someone who makes the crosshairs turn red).
Gamecube/Wii TimeSplitters 2 and FP owners, all you need to share map saves is here (GC USB Memory adapter; more info found here [where they don't seem to restock in 2015]).
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Z-Dude
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Z-Dude
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Joined: 12:01 AM - Nov 12, 2007

2:23 AM - Jan 10, 2008 #15

Very good guide :D

but....

the ps2 does have the cascade cheat :blink:
mmmmmmmmmm....cookies

in The mouf =D
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admiralhowdy
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admiralhowdy
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Joined: 10:58 PM - Aug 11, 2006

4:59 AM - Jan 11, 2008 #16

Oh, OK. Thanks!
Gamecube/Wii TimeSplitters 2 and FP owners, all you need to share map saves is here (GC USB Memory adapter; more info found here [where they don't seem to restock in 2015]).
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Le_Faucheur
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Le_Faucheur
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Joined: 8:38 PM - Jul 27, 2006

5:25 PM - Dec 19, 2013 #17

wow, you can have up to 30 logic operations? is that even possible to build a map with so many of them? with not even 20, you would have already almost no memory left for tiles.

I think there is an error with the death tile, it doesn't take 0.05% of the memory. it seems to take more than other 1x1 tiles.
wrote:Notes on Character Abilities
the mag charger is electric too. very annoying on zeppelin with recommended weapons and bots for example, as it is hard to recognize zombis in piercing mode and you will most likely waste shots on them.

I don't think the fire proof stats is glitched. it is the stamina stats that make characters with low stamina tough and characters with high stamina weak (carrion carcass or berserker splitters are among the worst choices in multiplayer, Edwina and deadwina are the best characters)

also your guide don't talk about shock proof bots in story. according to mapmaster11, at least gingerbreadman is.
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admiralhowdy
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admiralhowdy
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12:38 PM - Dec 21, 2013 #18

Le_Faucheur wrote:I think there is an error with the death tile, it doesn't take 0.05% of the memory. it seems to take more than other 1x1 tiles.
wrote:Notes on Character Abilities
the mag charger is electric too. very annoying on zeppelin with recommended weapons and bots for example, as it is hard to recognize zombis in piercing mode and you will most likely waste shots on them.

I don't think the fire proof stats is glitched. it is the stamina stats that make characters with low stamina tough and characters with high stamina weak (carrion carcass or berserker splitters are among the worst choices in multiplayer, Edwina and deadwina are the best characters)

also your guide don't talk about shock proof bots in story. according to mapmaster11, at least gingerbreadman is.
The tile memory listings are not completely accute, since its based on putting only tiles and nothing else. Rough estimate at best, as I know now when you throw other elements in, all 1x1's are not equal, with permanent-walled ones using less memory. I guess it would make sense a fully-open 1x1 with additional death element would take more. Maybe an additional decimal place could be added to the guide based on anecdotal evidence alone...

Interesting point about the mag-charger and zombies... there's the makings of a refreshing puzzle assault right there. Being able to see enemies from any point in the map, yet not being able to kill them. The bots could be stuck on a door somewhere until you spot them via magcharger... ^o)

I should revisit this thing one day, at least to scrap the online character pic thing and update the "further reading" links.
Gamecube/Wii TimeSplitters 2 and FP owners, all you need to share map saves is here (GC USB Memory adapter; more info found here [where they don't seem to restock in 2015]).
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Le_Faucheur
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Le_Faucheur
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Joined: 8:38 PM - Jul 27, 2006

5:03 PM - May 04, 2014 #19

exact memory cost for each tile :

1 0.35
2 0.35
3 0.35
4 0.35
5 0.35
6 0.35
7 0.35
8 0.35
9 0.35
10 0.35
11 0.625
12 1.48
13 1.11
14 1.5
15 1.52
16 1.02
17 1.52
18 0.58
19 0.36
20 0.35
21 0.35
22 0.35
23 0.9
24 0.51
25 0.51
26 1.92
27 0.35
28 0.35
29 0.97
30 0.97
31 0.89
32 1.5
33 1.52
34 0.99
35 4.76
36 1.08
37 1.08
38 1.08
39 1.89
40 1.89
41 1.89
42 1.96
43 1.96
44 0.66
45 0.35

note that you can go over 100% the way admiral did with the tile 44 with all tiles costing 0.35 as well, but you probably can't go over the 200 items limits. (so it actually has nearly no use, unless you use a lot of very costly tiles such as 35s.

also, proof that 19 is the best tile to use behind a skyglitch. and 22 is great for texture swapping, as long as you make sure the player can't climb the ramp.

I'm also doubting there are 2 memory bars now. the reason it seems so must be because the bar will appear full if you put 200 tiles, even if you didn't reach 100%. but we notice that in maps that uses a lot of 3x3 and reach the 100% limit, or at least 99 something before the 200 tiles limit, we can't put many items.
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