STEAM GROUP
SurfTimer Updates unt0uch
STEAM GROUP
SurfTimer Updates unt0uch
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November 20, 2012
 This topic has been pinned, so it's probably important
Map Fixes
Post here any maps fixes that are required.
(Zones, auto bhop to add, prevent bhop to add, etc)

They will be looked into when time allows.
Last edited by unt0uch - leave offline msg; Nov 13, 2013 @ 7:47pm
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Showing 1-14 of 14 comments
niyhM Nov 13, 2013 @ 7:54pm 
surf_sewers telehop
surf_insignia startzone
surf_ambient preboost
surf_taq add autohop to the lvl 2 shortcut
surf_core skip lvl 3 sc
encore start boost
The Doctor Nov 14, 2013 @ 1:43am 
Surf_unreal2 booster on stage2 doesnt work
prad bitt Nov 14, 2013 @ 8:56pm 
surf_minecraft upboost and spin during first like 20 secs
surf_nightmare s5 boost upboosts although the first one can be bypassed
You shouldn't have problems with bhops in upward pushes (nightmare, coralis) anymore.
Last edited by unt0uch - leave offline msg; Nov 15, 2013 @ 5:34pm
Evil MrMuffinz Nov 15, 2013 @ 9:05pm 
surf_quartus_ksf bhop after cp3
Jabra Nov 17, 2013 @ 2:39pm 
surf_heaven_njv s3-4 telehop.
Jabra Nov 17, 2013 @ 2:40pm 
telehop/drop*
Morning: nightmare s5 last bhop (?)
fruits kiwi bhop rim
beginner s6
auroria2 s6 end
remove from tronia b1
christmas s5
legends boost bhop

Last edited by unt0uch - leave offline msg; Nov 25, 2013 @ 12:21pm
Jabra Dec 10, 2013 @ 6:03am 
surf_legendary s6 ffs
stevo Apr 2, 2014 @ 2:05pm 
surf_happyhands3 b2 massive ping increase making nearly unplayable at time when nearing the bhop.
arghmyeyes the slant bhop before the end tele has no autobhop.
Last edited by stevo; Apr 3, 2014 @ 3:45am
mici.hu 霊 Nov 18, 2014 @ 12:28pm 
surf_elements_beta3 bonus is missing the moving platforms at the end that used to be there (or was that an intentional change? sorry in that case)
chump change Jul 10, 2015 @ 5:08pm 
i am reviving the surftimer changes page - get ready ( remove the space in this url to get ready youtube .com/watch?v=-copFnCWOa8&t=19s )

ghost busters
- drop into s3 is random
- start of s5 is slidy if you uhh jump into the end of s4 the non-cool ladder climb way
- drop into s7 can vary
- s6, 7, 8, 9, 12, 13, 14 can be teleported, though 12 can be fast-dropped
- triggers around the end of s13 are kinda high
- start of s15 is slidy i'm pretty sure if you blaze through s14
- box above s16 spawn could use auto or be removed even though it's fun to use

lodypreview
- no idea how s1 would look without the boost but the boost takes so long
- jump into s2; dumb edgebug wrcp
- s3 could use fixed drop
- s4 longjump is dumb
- s5 stairs don't slide; there's a little snag you can get caught on at the very end that changes the endzone/cpr into s6
- s6 bhop limit, idk if autohop is important at the end/at the start window
- s7 auto on the right side of the uhh thing you jump on
- can get stuck in the air at the start of s8 all the time; wrcp method pretty dumb
- i like "telehopping" s10 but.... it's ok if it goes
- s11 can get the qlimax treatment, maybe a laser or something in the black section
- s12 telehop
- s13 start can be moved somewhere reliable


s1 of anthropomorphic is annoying, so are the giraffes on s3, so is s6 start, so is the end of s10 i guess
new antimatter textures are nice
i hate the polygon doors, i love the antimatter doors
all the maps that had telehops have auto at the start of stages i assume

everyone please treat nice
Last edited by chump change; Jul 10, 2015 @ 5:10pm
chump change Nov 24, 2015 @ 2:33pm 
what it do folks it's me skip tracer back with another long ass post

lolrevlis
- fast drops into s2 and 4 aren't 100% and there's one into s5 that is a little faster but it may have been an offline thing
- there's an invisible wall on s7 alongside the arrow boost that people really hate because it's undefined but it's not that important
- s5 and 6 wrcps are really old, 6 isn't even documented, so yeah

classics
- no autohop on the little things at the start of s3, last two parts of s4, telehops on s10
- (wrcp way) the last telehop/checkpoint reset thing that spits you out on s10 almost never works, is really cool when it does
- s6 spawns are all slidy
- s7 spawn could be moved and doors all triggered like on akai_final

fruits2
- there's some invisible thing at the start of s1 ?_?
- drop into s3 is random
- you can get stuck on the circle at the start of s7 and the drop into 8 is random
- the crate at the start of s13 is in the way sometimes after doing s12, edgebug wrcp
- bhop on the last ramp on s14 is really cool don't take that away omg
- s15 end too low(?); the drop from s14 and !teleport locations are different (drop is farther behind)
- s16 start drop is goofy, maybe no antigrav at the end

i remember deadeye saying he wanted global auto on surf_y around the time he got wr and there's 100 other things to fix and not one of them is deleting the map or other maps like it ☻
Last edited by chump change; Dec 15, 2015 @ 8:41pm
spar Feb 27, 2016 @ 8:31am 
surf_psycho s6 auto
Last edited by spar; Feb 27, 2016 @ 8:31am
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