My feelings on The Demon Rush
Game Page: doesn't exist yet.
Serial Gamer's PC IL run
Verifier Responses
Since the first two verifiers complained about the final stage, I made the runner redo it. Here are the responses.
Decision: Accept
Reason: Almost all of the verifiers were impressed with these runs, and the one verifier who rejected said these runs were good for the site anyway.
Serial Gamer's PC IL run
Verifier Responses
Quote:
No Mercy Campaign -
He executes the shortcuts well but in the last two levels (4,5) they are not set at expert level intially and are I think
played at normal. This is probably to make the elevator sequence that much more bareable, and to kill zombies to achieve the quickest final sequence. Thus (1,2,3) are ok to be rated Expert but the others are not..
Good tricks, I think he maybe hits the box once too many for his jump, but its probably to be safe. (not sure on the hits).
Accept here, with note of difficulties.
Death Toll Campaign -
Breaks through the levels as quickly as possible, not much more to say. Some more difficulty changes here, and a glitch to have "infinite" bombs. Works like a charm
Dead Air Campaign -
More skips, spawns hordes to avoid enemies ahead... gravy train...
Blood Harvest Campaign-
up until the last part its all good..
the last part the witch was in the way requiring him to kill her (not even crowned) taking about 2 seconds. His first tank spawn was horrible as it took a good chunk of time to show up. He also had some trouble getting into the vehicle.
thats at least.. a good amount of time that can be manipulated out. Heck the witch doesn't even have to show up!
The first four parts are good... I wanna see a retake on the last part though.
19/20 accept
1/20 no go.
He executes the shortcuts well but in the last two levels (4,5) they are not set at expert level intially and are I think
played at normal. This is probably to make the elevator sequence that much more bareable, and to kill zombies to achieve the quickest final sequence. Thus (1,2,3) are ok to be rated Expert but the others are not..
Good tricks, I think he maybe hits the box once too many for his jump, but its probably to be safe. (not sure on the hits).
Accept here, with note of difficulties.
Death Toll Campaign -
Breaks through the levels as quickly as possible, not much more to say. Some more difficulty changes here, and a glitch to have "infinite" bombs. Works like a charm
Dead Air Campaign -
More skips, spawns hordes to avoid enemies ahead... gravy train...
Blood Harvest Campaign-
up until the last part its all good..
the last part the witch was in the way requiring him to kill her (not even crowned) taking about 2 seconds. His first tank spawn was horrible as it took a good chunk of time to show up. He also had some trouble getting into the vehicle.
thats at least.. a good amount of time that can be manipulated out. Heck the witch doesn't even have to show up!
The first four parts are good... I wanna see a retake on the last part though.
19/20 accept
1/20 no go.
Quote:
Audio quality is okay. Video quality is quite bad (ugh, the corn fields in the Blood Harvest finale). It certainly doesn't warrant a rejection, but it still has to be mentioned. No cheating spotted, but there are a few issues I'd like to talk about :
- In the campaign mode of this game, you can change the difficulty at any time without quitting. The runner does that in most of the runs, switching from Easy to Expert depending on what he needs to do. It would be weird to have a set of ILs with different difficulty settings for each IL, it's even weirder to have the runner do that since you can't properly classify the runs. I don't even know if it's allowed and allowing it would mean that the "separate categories for different difficulties" rule wouldn't apply to this game. Still, it's a good trick and necessary to achieve the best possible time in a single-player run. Your call.
- He uses a bunch of glitches and tricks that can't be done in the latest version of the game, but also leaves out quite a few. Some of them save a lot of time, and I feel bad for rejecting some of the runs just because of that. Keep in mind that most of the runs I rejected are enjoyable to watch and don't make the site look bad
- Zoey should get her own category because she has a different voice, which should be considered a distinct ability. It makes me more comfortable.
NO MERCY
Level 1 - The Apartments
Final time : 0:37 (just putting this here to show how important the time loss is, I haven't actually timed the runs using the frame counter)
Time lost : 4-5 seconds
Possible improvements : He benefits from the glitch in older versions of the game that makes the four characters spawn at the same place, but he doesn't use it to his advantage. You can incapacitate the 3 bots with a single shotgun shot, and kill them with a second one while you start heading towards the safe house. Also, smoother movements (better corner cutting, moving in straight line, etc.)
Reject
Level 2 - The Subway
Final time : 1:36
Time lost : ~12 seconds
Possible improvements : He didn't use luck manipulation right at the beginning of the level to spawn closer to the shotgun. He killed 2 of the bots (4 shotgun shots). I know he did that so the zombies wouldn't spawn in the turbine room, but you can just throw a molotov on the floor before doing the switch glitch to keep the zombies from bothering you. He could've incapacitated the 3 bots instead, if you get lucky you can align the bots and only have to shoot them 1-2 times. A few common infected gave him a bit of trouble right after leaving the safe house. Instead of taking the normal way in the subway, he took the goatse tunnel which is a bit slower. He bumped into the table in the turbine room. With good rhythm you can do the switch glitch in about 8 seconds, but the runner just spammed the quick-switch and melee buttons and some of the hits didn't register. Lost about 3-4 seconds just for that. Going around the table right before the safe house is faster than jumping over it.
Reject
Level 3 - The Sewers
Final time : 1:58
Time lost : ~30 seconds if you manipulate the Tank. If not, 11-12 seconds.
Possible improvements : He didn't manipulate a Tank into bashing down the breakable door, which is understandable since it's a bit of a far-fetched trick. Even if it requires a ton of luck, it saves so much time that it's pretty much necessary to get a good time on this level though. But I'm surprised he didn't at least melee spam the door instead of going the regular way. He went down the wrong sewer hole (the slower way). He didn't use diagonal climbing on the ladder
Reject
Level 4 - The Hospital
Final time : 2:52 (though half of that is the runner just waiting for an elevator to arrive and waiting for that same elevator to reach the 28th floor)
Time lost : 7-8 seconds
Possible improvements : I don't think he needed to start the mission on Easy, he could've fought the few waves of zombies in front of the elevator just as fast on Expert. That way, he wouldn't have had to waste time changing difficulty. It took him a bit too long to enter the elevator. He went the longer way in the "room" before the safe house
Accept
Level 5 - Rooftop Finale
Final time : 4:17
Time lost : ~20 seconds
Possible improvements : He picked up that useless pipe bomb at the beginning of the level. Didn't use diagonal climbing on the ladders. For some reason, he started walking or at least slowed down after climbing the second ladder. This is kind of sad, I suspect the runner didn't use the "despawns" in any of the finales because it's boring to watch and doesn't save so much time considering the length of the finales. With better luck with the tank spawning and better coverage of the common infected's spawns, he could've been about as fast as someone using despawns
Reject
DEATH TOLL
Level 6 - The Turnpike
Final time : 1:22
Time lost : 12-13 seconds
Possible improvements : Once again, he could've killed the 3 bots at the same time by incapaciting them with 1 shot, and killing them with the second one. He bumped into a ton of zombies throughout the level
Reject
Level 7 - The Drains
Final time : 1:57
Time lost : ~35 seconds
Possible improvements : Spawns far away from the shotgun and takes the time to grab it. He didn't really need to pick it up anyway since he grabs an auto-shotgun a few seconds later. Doesn't use the panic event skip. A few minor mistakes here and there
Reject
Level 8 - The Church
Final time : 3:00
Time lost : ~5 seconds, to my knowledge
Possible improvements : Loses a few seconds before picking up the shotgun and contemplating the door at the start. There might be a better camping spot for the panic event but this one seems fine. Some movement errors
Accept
Level 9 - The Town
Final time : 1:45
Time lost : ~10 seconds
Possible improvements : Takes him a while to grab his weapon and kill his teammates. He doesn't need to kill any of them, he could just incapacitate them and let them slowly agonize, they would die before he reaches the end, which would be faster. A couple of small mistakes too
Accept
Level 10 - Boathouse Finale
Final time : 5:35
Time lost : 25-30 seconds
Possible improvements : Doesn't take the shortcut right before the woods. Doesn't use the despawn trick
Reject
DEAD AIR
Level 11 - The Greenhouse
Final time : 0:49
Time lost : ~3 seconds
Possible improvements : He could've started moving away while throwing the molotov, picking up that pipe bomb wasn't necessary. He didn't do the trick that skips the ladder though it's pretty hard to do well and saves very little time
Accept
Level 12 - The Crane
Final time : 1:06
Time lost : ~5 seconds
Possible improvements : He only needs to kill 2 bots, the other one will get killed by the common infected. It took him quite a bit of time to set up the second major skip
Accept
Level 13 - The Construction Site
Final time : 1:59
Time lost : ~15 seconds
Possible improvements : Bad spawning location. He didn't need to kill Bill, the 3 bots usually get killed after you activate the panic event. Shooting them while they're following you helps too. The panic event skip wasn't done well. He could've jumped directly on the dumpster, do the skip right away and shoot the propane tanks while doing the skip instead of getting near the propane tanks, shooting them, getting on the pipe, and take a few seconds to align himself. He gets slowed down by a few zombies and bumps into a wall later.
Reject
Level 14 - The Terminal
Final time : 1:32
Time lost : ~5 seconds
Possible improvements : Again, didn't need to kill the bots, they get killed after you start the panic event. He slowed down when he jumped on the statue's platform
Accept
Level 15 - Runway Finale
Final time : 4:38
Time lost : Dunno, 20-30 seconds probably
Possible improvements : Didn't use the despawn trick
Reject
BLOOD HARVEST
Level 16 - The Woods
Final time : 1:19
Time lost : ~15 seconds
Possible improvements : He's quite slow at grabbing his weapon, it seems. Spends a lot of time dealing with zombies he could've easily avoided and shooting each bot separately. Gets slowed down by jumping on the bridge
Reject
Level 17 - The Tunnel
Final time : 1:14
Time lost : 2-3 seconds
Possible improvements : You only need to kill 1 or 2 of the bots.
Accept
Level 18 - The Bridge
Final time : 1:53
Time lost : 2-3 seconds
Possible improvements : Bad spawning location. He didn't need to kill Louis. Bumps into a wall and a zombie.
Accept
Level 19 - The Train Station
Final time : 1:05
Time lost : 1-2 seconds
Possible improvements :
Accept
Level 20 - Farmhouse Finale
Final time : 5:07
Time lost : Over 30 seconds
Possible improvements : No despawn. Spends time killing the witch (to prevent a bot from dying, but he wouldn't need to do that if he used the despawn trick). It takes him a while to get in the rescue vehicle.
Reject
Despite all that, I wouldn't mind if all the runs got on the site. I know we don't like placeholders, but as I already said, these runs don't make the site look bad and 95% of the viewers will probably find them very impressive.
And yes, ILs are possible for this game. It's actually questionable if SS and segmented runs should be allowed
- In the campaign mode of this game, you can change the difficulty at any time without quitting. The runner does that in most of the runs, switching from Easy to Expert depending on what he needs to do. It would be weird to have a set of ILs with different difficulty settings for each IL, it's even weirder to have the runner do that since you can't properly classify the runs. I don't even know if it's allowed and allowing it would mean that the "separate categories for different difficulties" rule wouldn't apply to this game. Still, it's a good trick and necessary to achieve the best possible time in a single-player run. Your call.
- He uses a bunch of glitches and tricks that can't be done in the latest version of the game, but also leaves out quite a few. Some of them save a lot of time, and I feel bad for rejecting some of the runs just because of that. Keep in mind that most of the runs I rejected are enjoyable to watch and don't make the site look bad
- Zoey should get her own category because she has a different voice, which should be considered a distinct ability. It makes me more comfortable.
NO MERCY
Level 1 - The Apartments
Final time : 0:37 (just putting this here to show how important the time loss is, I haven't actually timed the runs using the frame counter)
Time lost : 4-5 seconds
Possible improvements : He benefits from the glitch in older versions of the game that makes the four characters spawn at the same place, but he doesn't use it to his advantage. You can incapacitate the 3 bots with a single shotgun shot, and kill them with a second one while you start heading towards the safe house. Also, smoother movements (better corner cutting, moving in straight line, etc.)
Reject
Level 2 - The Subway
Final time : 1:36
Time lost : ~12 seconds
Possible improvements : He didn't use luck manipulation right at the beginning of the level to spawn closer to the shotgun. He killed 2 of the bots (4 shotgun shots). I know he did that so the zombies wouldn't spawn in the turbine room, but you can just throw a molotov on the floor before doing the switch glitch to keep the zombies from bothering you. He could've incapacitated the 3 bots instead, if you get lucky you can align the bots and only have to shoot them 1-2 times. A few common infected gave him a bit of trouble right after leaving the safe house. Instead of taking the normal way in the subway, he took the goatse tunnel which is a bit slower. He bumped into the table in the turbine room. With good rhythm you can do the switch glitch in about 8 seconds, but the runner just spammed the quick-switch and melee buttons and some of the hits didn't register. Lost about 3-4 seconds just for that. Going around the table right before the safe house is faster than jumping over it.
Reject
Level 3 - The Sewers
Final time : 1:58
Time lost : ~30 seconds if you manipulate the Tank. If not, 11-12 seconds.
Possible improvements : He didn't manipulate a Tank into bashing down the breakable door, which is understandable since it's a bit of a far-fetched trick. Even if it requires a ton of luck, it saves so much time that it's pretty much necessary to get a good time on this level though. But I'm surprised he didn't at least melee spam the door instead of going the regular way. He went down the wrong sewer hole (the slower way). He didn't use diagonal climbing on the ladder
Reject
Level 4 - The Hospital
Final time : 2:52 (though half of that is the runner just waiting for an elevator to arrive and waiting for that same elevator to reach the 28th floor)
Time lost : 7-8 seconds
Possible improvements : I don't think he needed to start the mission on Easy, he could've fought the few waves of zombies in front of the elevator just as fast on Expert. That way, he wouldn't have had to waste time changing difficulty. It took him a bit too long to enter the elevator. He went the longer way in the "room" before the safe house
Accept
Level 5 - Rooftop Finale
Final time : 4:17
Time lost : ~20 seconds
Possible improvements : He picked up that useless pipe bomb at the beginning of the level. Didn't use diagonal climbing on the ladders. For some reason, he started walking or at least slowed down after climbing the second ladder. This is kind of sad, I suspect the runner didn't use the "despawns" in any of the finales because it's boring to watch and doesn't save so much time considering the length of the finales. With better luck with the tank spawning and better coverage of the common infected's spawns, he could've been about as fast as someone using despawns
Reject
DEATH TOLL
Level 6 - The Turnpike
Final time : 1:22
Time lost : 12-13 seconds
Possible improvements : Once again, he could've killed the 3 bots at the same time by incapaciting them with 1 shot, and killing them with the second one. He bumped into a ton of zombies throughout the level
Reject
Level 7 - The Drains
Final time : 1:57
Time lost : ~35 seconds
Possible improvements : Spawns far away from the shotgun and takes the time to grab it. He didn't really need to pick it up anyway since he grabs an auto-shotgun a few seconds later. Doesn't use the panic event skip. A few minor mistakes here and there
Reject
Level 8 - The Church
Final time : 3:00
Time lost : ~5 seconds, to my knowledge
Possible improvements : Loses a few seconds before picking up the shotgun and contemplating the door at the start. There might be a better camping spot for the panic event but this one seems fine. Some movement errors
Accept
Level 9 - The Town
Final time : 1:45
Time lost : ~10 seconds
Possible improvements : Takes him a while to grab his weapon and kill his teammates. He doesn't need to kill any of them, he could just incapacitate them and let them slowly agonize, they would die before he reaches the end, which would be faster. A couple of small mistakes too
Accept
Level 10 - Boathouse Finale
Final time : 5:35
Time lost : 25-30 seconds
Possible improvements : Doesn't take the shortcut right before the woods. Doesn't use the despawn trick
Reject
DEAD AIR
Level 11 - The Greenhouse
Final time : 0:49
Time lost : ~3 seconds
Possible improvements : He could've started moving away while throwing the molotov, picking up that pipe bomb wasn't necessary. He didn't do the trick that skips the ladder though it's pretty hard to do well and saves very little time
Accept
Level 12 - The Crane
Final time : 1:06
Time lost : ~5 seconds
Possible improvements : He only needs to kill 2 bots, the other one will get killed by the common infected. It took him quite a bit of time to set up the second major skip
Accept
Level 13 - The Construction Site
Final time : 1:59
Time lost : ~15 seconds
Possible improvements : Bad spawning location. He didn't need to kill Bill, the 3 bots usually get killed after you activate the panic event. Shooting them while they're following you helps too. The panic event skip wasn't done well. He could've jumped directly on the dumpster, do the skip right away and shoot the propane tanks while doing the skip instead of getting near the propane tanks, shooting them, getting on the pipe, and take a few seconds to align himself. He gets slowed down by a few zombies and bumps into a wall later.
Reject
Level 14 - The Terminal
Final time : 1:32
Time lost : ~5 seconds
Possible improvements : Again, didn't need to kill the bots, they get killed after you start the panic event. He slowed down when he jumped on the statue's platform
Accept
Level 15 - Runway Finale
Final time : 4:38
Time lost : Dunno, 20-30 seconds probably
Possible improvements : Didn't use the despawn trick
Reject
BLOOD HARVEST
Level 16 - The Woods
Final time : 1:19
Time lost : ~15 seconds
Possible improvements : He's quite slow at grabbing his weapon, it seems. Spends a lot of time dealing with zombies he could've easily avoided and shooting each bot separately. Gets slowed down by jumping on the bridge
Reject
Level 17 - The Tunnel
Final time : 1:14
Time lost : 2-3 seconds
Possible improvements : You only need to kill 1 or 2 of the bots.
Accept
Level 18 - The Bridge
Final time : 1:53
Time lost : 2-3 seconds
Possible improvements : Bad spawning location. He didn't need to kill Louis. Bumps into a wall and a zombie.
Accept
Level 19 - The Train Station
Final time : 1:05
Time lost : 1-2 seconds
Possible improvements :
Accept
Level 20 - Farmhouse Finale
Final time : 5:07
Time lost : Over 30 seconds
Possible improvements : No despawn. Spends time killing the witch (to prevent a bot from dying, but he wouldn't need to do that if he used the despawn trick). It takes him a while to get in the rescue vehicle.
Reject
Despite all that, I wouldn't mind if all the runs got on the site. I know we don't like placeholders, but as I already said, these runs don't make the site look bad and 95% of the viewers will probably find them very impressive.
And yes, ILs are possible for this game. It's actually questionable if SS and segmented runs should be allowed
Quote:
Woooo Left 4 Dead! I must say, I haven't played really that much of late, but it's definately a very good game, I was even thinking about speedrunning it with three friends, but that didn't end up happening.
So, let's start then!
No Mercy 1: The Apartments
Only thing that I can see that could be improved on is the speed at which the AI are killed, although I'm not sure if this is actually optimized because I can't say I've ever tried to kill them that fast.
Overall, level is perfect.
No Mercy 2: The Subway
Three little things this time, first one when jumping down out of the safe room, just slightly got caught on the zombies, not really much, just a tad unlucky. Second was jump over the table after breaking the glass, a bit of a slow down, but once again not much and then the counter before the safe room, same thing.
Level is perfect otherwise.
No Mercy 3: The Sewer
Just got caught on the tank when it first appears, that's just unlucky though and barely costs anything.
Perfect.
No Mercy 4: The Hospital
Didn't find anything wrong with this one.
No Mercy 5: Rooftop Finale
Grabbed the wrong gun at the start, only minor though. Got pounced by a hunter while fighting the tank, once again only minor though.
Just about perfect.
Death Toll 1: The Turnpike
Got caught on the zombies a few times, but this is almost always unavoidable. Jumping across the bridge though, never tried that before, very good idea.
As good as it will get I think.
Death Toll 2: The Drains
Caught on zombies again, otherwise perfect.
Death Toll 3: The Church
It's funny to notice that the AI walk straight out of the safe room and shoot, but the bullets don't appear to hit anything....Should've just killed them! This level was just like all the others though....Essentially perfect.
Death Toll 4: The Town
Beginning to get repetitive....Perfect.
Death Toll 5: Boathouse Finale
The infinite molotovs and pipe bombs was interesting...Easy way to win. Caught on zombies, perfect otherwise.
Blood Harvest 1: The Woods
I'm not quite sure what happened at the start here...The runner for a little bit and then a bunch of zombies came and attacked him, then he shot his team mates. I can't remember if those zombies always come, but either way I thought it was odd...If the runner could clarify that'd be great.
Blood Harvest 2: The Tunnel
The start of this level seemed to be a bit FPS laggy for the runner, but it went away quickly. Perfect.
Blood Harvest 3: The Bridge
Ran into the wall instead of the window, costing just a bit of time, then got caught on the train, a bit of time there too, also got caught on zombies a couple of times. This level could probably be improved by about 1-2 seconds.
Blood Harvest 4: The Train Station
Perfect.
Blood Harvest 5: Farmhouse Finale
Possibly could have killed the tank quicker, then also could have killed the AI then gotten into the truck quicker.
Dead Air 1: The Greenhouse
That was....Quick....
Dead Air 2: The Crane
This seems to be done before the level was patched and now you can't jump from the gate over to the building, skipping the horde. Perfect.
Dead Air 3: The Construction Site
Getting caught on zombies again...They're a real pain. Possibility for about a 1 second improvement atleast I think if the runner didn't get caught.
Dead Air 4: The Terminal
Zombies again...Although this is barely noticeable this time. Perfect.
Dead Air 5: Runway Finale
I'd say this level is perfect. Was a bit unlucky that the boomer got the runner, but that doesn't cost any time because this part of the level is on a timer.
No Cheating
Video Quality was fine
Audio Quality was fine
Just to note, my verifier files 1-5 were No Mercy, 6-10 were Death Toll, 11-15 were Dead Air and 16-20 were Blood Harvest.
Overall, these IL's are very good, with the exception of a few that could be improved by more than a second, the large majority could only be improved by fractions of a second, because of the zombies getting in the way.
So, let's start then!
No Mercy 1: The Apartments
Only thing that I can see that could be improved on is the speed at which the AI are killed, although I'm not sure if this is actually optimized because I can't say I've ever tried to kill them that fast.
Overall, level is perfect.
No Mercy 2: The Subway
Three little things this time, first one when jumping down out of the safe room, just slightly got caught on the zombies, not really much, just a tad unlucky. Second was jump over the table after breaking the glass, a bit of a slow down, but once again not much and then the counter before the safe room, same thing.
Level is perfect otherwise.
No Mercy 3: The Sewer
Just got caught on the tank when it first appears, that's just unlucky though and barely costs anything.
Perfect.
No Mercy 4: The Hospital
Didn't find anything wrong with this one.
No Mercy 5: Rooftop Finale
Grabbed the wrong gun at the start, only minor though. Got pounced by a hunter while fighting the tank, once again only minor though.
Just about perfect.
Death Toll 1: The Turnpike
Got caught on the zombies a few times, but this is almost always unavoidable. Jumping across the bridge though, never tried that before, very good idea.
As good as it will get I think.
Death Toll 2: The Drains
Caught on zombies again, otherwise perfect.
Death Toll 3: The Church
It's funny to notice that the AI walk straight out of the safe room and shoot, but the bullets don't appear to hit anything....Should've just killed them! This level was just like all the others though....Essentially perfect.
Death Toll 4: The Town
Beginning to get repetitive....Perfect.
Death Toll 5: Boathouse Finale
The infinite molotovs and pipe bombs was interesting...Easy way to win. Caught on zombies, perfect otherwise.
Blood Harvest 1: The Woods
I'm not quite sure what happened at the start here...The runner for a little bit and then a bunch of zombies came and attacked him, then he shot his team mates. I can't remember if those zombies always come, but either way I thought it was odd...If the runner could clarify that'd be great.
Blood Harvest 2: The Tunnel
The start of this level seemed to be a bit FPS laggy for the runner, but it went away quickly. Perfect.
Blood Harvest 3: The Bridge
Ran into the wall instead of the window, costing just a bit of time, then got caught on the train, a bit of time there too, also got caught on zombies a couple of times. This level could probably be improved by about 1-2 seconds.
Blood Harvest 4: The Train Station
Perfect.
Blood Harvest 5: Farmhouse Finale
Possibly could have killed the tank quicker, then also could have killed the AI then gotten into the truck quicker.
Dead Air 1: The Greenhouse
That was....Quick....
Dead Air 2: The Crane
This seems to be done before the level was patched and now you can't jump from the gate over to the building, skipping the horde. Perfect.
Dead Air 3: The Construction Site
Getting caught on zombies again...They're a real pain. Possibility for about a 1 second improvement atleast I think if the runner didn't get caught.
Dead Air 4: The Terminal
Zombies again...Although this is barely noticeable this time. Perfect.
Dead Air 5: Runway Finale
I'd say this level is perfect. Was a bit unlucky that the boomer got the runner, but that doesn't cost any time because this part of the level is on a timer.
No Cheating
Video Quality was fine
Audio Quality was fine
Just to note, my verifier files 1-5 were No Mercy, 6-10 were Death Toll, 11-15 were Dead Air and 16-20 were Blood Harvest.
Overall, these IL's are very good, with the exception of a few that could be improved by more than a second, the large majority could only be improved by fractions of a second, because of the zombies getting in the way.
Quote:
Just finished watching this speed run. Here is my conclusion.
Quality (Capture): A bit low quality and dark, but dark is the name of the game for this one.
Cheating: None. IL runs help with keep things consistent, and there was no detection of violation of SDA rules.
Quality (Gameplay): Excellent in its execution. Every path was carefully calculated to keep time to a minimum. I feel that this is a great frame of reference for people to work on beating in terms of time taken to complete each level.
Verdict: Accept. This was an amazing run, and a few things surprised me, indeed.
Quality (Capture): A bit low quality and dark, but dark is the name of the game for this one.
Cheating: None. IL runs help with keep things consistent, and there was no detection of violation of SDA rules.
Quality (Gameplay): Excellent in its execution. Every path was carefully calculated to keep time to a minimum. I feel that this is a great frame of reference for people to work on beating in terms of time taken to complete each level.
Verdict: Accept. This was an amazing run, and a few things surprised me, indeed.
Quote:
L4D Verification:
Video Quality: Accept. Bit of lag at the end of Blood Harvest 5. Might be just my pc.
Sound Quality: Accept
Cheating: None. I didn't know all the tricks but I'm sure there all legit.
Deaths: Bill, Loius and Francis constantly die.
No Mercy Campaign
1. Takes the expected shortcut off the building
2. I never knew you could 'turret jump' off the switch very nicely done
3. Looks good. Must have been shitting it with that tank, especially when you were waiting for the man hole cover to come up
4. Looks great
5. Nice way through the elavator. Made that first Tank your bitch
Death Toll:
1. Nice jump across the gap I'll have to try that out. Could have saved a second shooting your comrads but nothing major
2. Looks great
3. Cool little hop onto the train. I like the Smoker at the end
4. More cool shortcuts, hop over the fence and bus and the one just after the turret
5. Looks good
Dead Air:
1. Ohh the humanity your comrads never knew what was coming
2. The two shortcuts pretty much destory this level
3. Do you need to shoot the fence alight before the jump over it?
4. Uses the van push. Looks good
5. Its all good I never knew you could have endless molotovs
Blood Harvest:
1. Very daring jump onto the bridge
2. Its all good when there aint any zombies in the way
3. Messed up when you got stuck on the train and the zombie dodging could have gone a little better on the way to the safehouse
4. Looks good
5. Why do you waste time killing the witch? Is it because you need your team for taking down the tanks. Couldn't you have just reloaded the level to get rid of the witch. You never saw that Tank coming. Did anyone else find that it lagged just before the entering the car?
Verdict: I think Death Toll 1, Dead Air 3, Blood Harvest 3 and 5 could have some seconds shaved off between them but in general its a good set of IL's. This is a FPS game were I can't see any new time savers being found so these are all about as fast as your ever going to see. I'm going to say pass.
Accept
Video Quality: Accept. Bit of lag at the end of Blood Harvest 5. Might be just my pc.
Sound Quality: Accept
Cheating: None. I didn't know all the tricks but I'm sure there all legit.
Deaths: Bill, Loius and Francis constantly die.
No Mercy Campaign
1. Takes the expected shortcut off the building
2. I never knew you could 'turret jump' off the switch very nicely done
3. Looks good. Must have been shitting it with that tank, especially when you were waiting for the man hole cover to come up
4. Looks great
5. Nice way through the elavator. Made that first Tank your bitch
Death Toll:
1. Nice jump across the gap I'll have to try that out. Could have saved a second shooting your comrads but nothing major
2. Looks great
3. Cool little hop onto the train. I like the Smoker at the end
4. More cool shortcuts, hop over the fence and bus and the one just after the turret
5. Looks good
Dead Air:
1. Ohh the humanity your comrads never knew what was coming
2. The two shortcuts pretty much destory this level
3. Do you need to shoot the fence alight before the jump over it?
4. Uses the van push. Looks good
5. Its all good I never knew you could have endless molotovs
Blood Harvest:
1. Very daring jump onto the bridge
2. Its all good when there aint any zombies in the way
3. Messed up when you got stuck on the train and the zombie dodging could have gone a little better on the way to the safehouse
4. Looks good
5. Why do you waste time killing the witch? Is it because you need your team for taking down the tanks. Couldn't you have just reloaded the level to get rid of the witch. You never saw that Tank coming. Did anyone else find that it lagged just before the entering the car?
Verdict: I think Death Toll 1, Dead Air 3, Blood Harvest 3 and 5 could have some seconds shaved off between them but in general its a good set of IL's. This is a FPS game were I can't see any new time savers being found so these are all about as fast as your ever going to see. I'm going to say pass.
Accept
Quote:
Essentially most non-rescue levels go like this: Grab shotgun, perform “I was never really on your side” on all three teammates to prevent having to wait for them at the end, and run to the end of stage while shooting only the zombies that need to be shot. A slight exception to this is where he lets his teammates live until half way though level 4, and the end of level 8. In level 7 they just end up getting themselves killed. If it’s a rescue mission, the teammates will be killed just before they are saved.
Side notes:
There are a few parts where he turns around and I’m not sure why, like at the end of level 3 and during the second part of level 7. Level 18 is just full of those moments. Turning slows you down.
There’s a big shortcut in level 8 that involves a jump off a valve (how ironic) to a train roof. There are other shortcuts used as well through out these levels, but that’s the most obvious one.
In level 18, he gets caught on a train hitch after using a melee attack that sends him flying into it. I’m noting this because it’s the most obvious mistake.
Overall:
I’m pretty sure the turn-arounds that seem like a waste are for zombies that don’t show up. They don’t waste a huge amount of time, but it is slightly noticeable. Whatever, there are no major errors and it seems like everything was done right. I think this passes.
Side notes:
There are a few parts where he turns around and I’m not sure why, like at the end of level 3 and during the second part of level 7. Level 18 is just full of those moments. Turning slows you down.
There’s a big shortcut in level 8 that involves a jump off a valve (how ironic) to a train roof. There are other shortcuts used as well through out these levels, but that’s the most obvious one.
In level 18, he gets caught on a train hitch after using a melee attack that sends him flying into it. I’m noting this because it’s the most obvious mistake.
Overall:
I’m pretty sure the turn-arounds that seem like a waste are for zombies that don’t show up. They don’t waste a huge amount of time, but it is slightly noticeable. Whatever, there are no major errors and it seems like everything was done right. I think this passes.
Since the first two verifiers complained about the final stage, I made the runner redo it. Here are the responses.
Quote:
Blood Harvest 5: Farmhouse Finale (This is the redo)
The tank could've been killed faster, but this looks to be an improvement on the first run of this level.
Accept.
The tank could've been killed faster, but this looks to be an improvement on the first run of this level.
Accept.
Quote:
I'm gonna have to reject this one too, since it's only not particularly faster than his previous attempt. Mostly because again, he doesn't use the despawn trick. It's definitely smoother though (the runner doesn't have to deal with the witch and he doesn't get stuck outside of the rescue vehicle), so I guess it's more passable
Quote:
much better last one, solves a lot of the problems from the first iteration, and takes care of business. A lot cleaner and definately better.
Quote:
I watched the new segment, and it does not change my decision. I was impressed with the improvement, however.
Quote:
L4D Blood Harvest 5 Redo
Definatly an improvement, no witch, better run through the cornfield and got into the car at the end easier.
Accept
Definatly an improvement, no witch, better run through the cornfield and got into the car at the end easier.
Accept
Decision: Accept
Reason: Almost all of the verifiers were impressed with these runs, and the one verifier who rejected said these runs were good for the site anyway.
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