1-Up!
Game Page: http://speeddemosarchive.com/Starcraft.html
IL Table
Verifier Responses
Decision: Accept
Congratulations to 'Freezard!'
IL Table
Verifier Responses
Quote:
They're all easy accepts.
04 - Pathing wasn't perfect, but it was pretty damn close.
05 - Overall, not impressed with the use of control groups. Better control group setups would make it easier to control army remotely while ferrying more units in. You get to a point where you can just A-move into the base with no resistance, so time would be better spent ferrying units over. The addition of stimpack was nice, but again.. better control group usage would make it easier to use it more efficiently. Still accept, just not as good as it could be (and yes, I realize it's fucking hard :P).
These are all great additions to the Starcraft page, regardless. Good job.
04 - Pathing wasn't perfect, but it was pretty damn close.
05 - Overall, not impressed with the use of control groups. Better control group setups would make it easier to control army remotely while ferrying more units in. You get to a point where you can just A-move into the base with no resistance, so time would be better spent ferrying units over. The addition of stimpack was nice, but again.. better control group usage would make it easier to use it more efficiently. Still accept, just not as good as it could be (and yes, I realize it's fucking hard :P).
These are all great additions to the Starcraft page, regardless. Good job.
Quote:
T00 - Damn, I love the timing.
T01 - Sexy patrol micro
T02 - I can see this being improved by at least 1 second. Control the SCV and spam right click on the CC as the animation for the SCV attack is longer than the cool down between attacks. 5 SCVs dealing 5 dmg each at twice the speed can help this one out a bit. Regardless, this was sick.
T04 - Saving the frames
T05 - I agree with what is said above about remotely controlling the units, but I like the unit control shown here. This was really good though.
T06 - Oh that was slick
T10 - I think this applies for most of the vids here, but making EVERY map a Fastest Possible Money map is kinda cheating... But I like it
Good quality vids. I approve the ILs for SDA
T01 - Sexy patrol micro
T02 - I can see this being improved by at least 1 second. Control the SCV and spam right click on the CC as the animation for the SCV attack is longer than the cool down between attacks. 5 SCVs dealing 5 dmg each at twice the speed can help this one out a bit. Regardless, this was sick.
T04 - Saving the frames
T05 - I agree with what is said above about remotely controlling the units, but I like the unit control shown here. This was really good though.
T06 - Oh that was slick
T10 - I think this applies for most of the vids here, but making EVERY map a Fastest Possible Money map is kinda cheating... But I like it
Good quality vids. I approve the ILs for SDA
Quote:
T00- Insane Speed!
T01- Nothing more i can say but WoW!
T04- Could be a little batter with the paths but meh what can you say? Perfect as is.
T05- Verifier 1 & 2 said it better then me
Why was this not up yet? Accept
T01- Nothing more i can say but WoW!
T04- Could be a little batter with the paths but meh what can you say? Perfect as is.
T05- Verifier 1 & 2 said it better then me
Why was this not up yet? Accept
Quote:
Okay, Quality looks good, no cheating as far as I can tell. Onto the ILs.
T00 - I love the CC slide and SVC manipulation. Insanely fast level.
T01 - Very tight level. Looks like most of the time over the current SDA run was gained with the CC slide and slightly tighter execution. Very nice.
T02 - Pure awesomeness. Just simply tighter and faster then the current SDA run. Very well done. Couldn't get any more risky with Raynor on that one, he was pretty close to biting it.
T04 - As the other verifiers have mentioned, the pathing could be a little tighter, but I'm not sure this mission really could be done any faster. I'm surprised he managed to squeeze the 1 second improvement out as it is. Bravo!
T05 - Well done level, no real complaints here.
T06 - This one is awesome. Slide is used effectively, and the level is done really well, Nice job.
T10 - Ugg, this mission seems like it would be a pain to run. The build anywhere glitch is nicely done, as is the slide once again. I'm loving the use of these glitches. I also love the use of flying buildings as a screening unit.
All and all, very nicely done levels. An easy accept, and a very welcome addition to the Starcraft IL Tables.
T00 - I love the CC slide and SVC manipulation. Insanely fast level.
T01 - Very tight level. Looks like most of the time over the current SDA run was gained with the CC slide and slightly tighter execution. Very nice.
T02 - Pure awesomeness. Just simply tighter and faster then the current SDA run. Very well done. Couldn't get any more risky with Raynor on that one, he was pretty close to biting it.
T04 - As the other verifiers have mentioned, the pathing could be a little tighter, but I'm not sure this mission really could be done any faster. I'm surprised he managed to squeeze the 1 second improvement out as it is. Bravo!
T05 - Well done level, no real complaints here.
T06 - This one is awesome. Slide is used effectively, and the level is done really well, Nice job.
T10 - Ugg, this mission seems like it would be a pain to run. The build anywhere glitch is nicely done, as is the slide once again. I'm loving the use of these glitches. I also love the use of flying buildings as a screening unit.
All and all, very nicely done levels. An easy accept, and a very welcome addition to the Starcraft IL Tables.
Quote:
Video and Audio quality are good; no cheating detected.
I wasn't too familiar with these glitches, but they check out as legit for the patch used.
T00 - CC Slide significantly increases mineral/scv production. Clever use of marines to force the SCV to spawn next to the mineral patch. Building the supply depots on top of the CC is pretty comical.
T01 - CC slide further optimizes this level, allowing for the 2nd barracks to be built faster. Raynor goes on a zergling hunt to make this level less boring
T02 - Good use of spider mines to clear out the zerg, allowing for more units to pass through for faster CC kill.
T04 - Run Forr.. er Raynor Run! Greater path control here for the one second improvement.
T05 - This is the only level that's a little bit shaky, but it's still a good improvement. Some marines are left hanging behind near the end, and there's also no reason not to send the wraith in to do a tiny bit more damage. More attention could have been paid to ferrying more marines in, while the main groups auto attack. Sub-5 should be possible with better micro.
T06 - CC slide for faster minerals, but the biggest improvement on this level comes from building the starports by the Norad II so you don't have to wait for the slow moving buildings to shield the dropships from the spore colonies.
T10 - I thought this level was optimized before, but the glitches just break it even more. Unfortunately, the slower dropship, higher costs and longer build time for the Science Facility in 1.04 keep this run from being sub-6, but it's still very impressive.
Time to blow the dust off the Starcraft IL table and accept these runs.
I wasn't too familiar with these glitches, but they check out as legit for the patch used.
T00 - CC Slide significantly increases mineral/scv production. Clever use of marines to force the SCV to spawn next to the mineral patch. Building the supply depots on top of the CC is pretty comical.
T01 - CC slide further optimizes this level, allowing for the 2nd barracks to be built faster. Raynor goes on a zergling hunt to make this level less boring
T02 - Good use of spider mines to clear out the zerg, allowing for more units to pass through for faster CC kill.
T04 - Run Forr.. er Raynor Run! Greater path control here for the one second improvement.
T05 - This is the only level that's a little bit shaky, but it's still a good improvement. Some marines are left hanging behind near the end, and there's also no reason not to send the wraith in to do a tiny bit more damage. More attention could have been paid to ferrying more marines in, while the main groups auto attack. Sub-5 should be possible with better micro.
T06 - CC slide for faster minerals, but the biggest improvement on this level comes from building the starports by the Norad II so you don't have to wait for the slow moving buildings to shield the dropships from the spore colonies.
T10 - I thought this level was optimized before, but the glitches just break it even more. Unfortunately, the slower dropship, higher costs and longer build time for the Science Facility in 1.04 keep this run from being sub-6, but it's still very impressive.
Time to blow the dust off the Starcraft IL table and accept these runs.
Decision: Accept
Congratulations to 'Freezard!'
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