It'll probably be hl2dq team that makes a Half-Life 2: Episode One run. I guess it's easier to just say "mod". This will be a nice reference for some people.
It'll probably be hl2dq team that makes a Half-Life 2: Episode One run. I guess it's easier to just say "mod". This will be a nice reference for some people.
We, that is, the new HL2DQ team, with a couple of old members and some other member's permission, are currently doing a speedrun of Episode 1. We have 1.5 maps done so far, citadel_00 and the first segment of citadel_01, which contains an amazing jump that skips around 2 or 3 minutes of the map. Not sure actually, I haven't actually performed that part of it in so long.
It'll take a while, but it's gonna be great when we finish
^That is incredibly exciting news. Keep us posted. We've been waiting for a non-recording-glitched run forever. If you can make that happen (and get it posted on SDA no less), you could sleep proudly.
After that, hopefully plans for Episode Two will start coming together, but that's down the line.
If it's a mod that means SDA wouldn't accept it as an official run, right?
Considering SDA accepted the bunny mod for HL1 speedruns, I'm sure they'd be willing to accept a coop mod for blue shift. I'm assuming though you'd probably have to give them the source code so they can poke and prod it for changes to the underlying gameplay mechanics (aside from just spawning 2 "barneys" into the game).
I think he is referring to the Bunny mod used in the single segment which is a mod imo.A mod that does not change the gameplay except for jumping but a mod nonetheless.
There's actually a point. Bunnymod is a mod that allows you to bhop at unlimited speed and other things that you can't do on regular Half-Life and it was made for Spider's speedrun only. Coop mode for Blue Shift would be a mod that allows you to coop Blue-Shift and would be made for speedrun only. So why would bunny be acceped and not a Blue-Shift coop mod? Saying that bunny mod is more script than mod is no excuse for accepting bunny mod and not a coop mod as a coop mod would be more script than mod itself.
^That is incredibly exciting news. Keep us posted. We've been waiting for a non-recording-glitched run forever. If you can make that happen (and get it posted on SDA no less), you could sleep proudly.
After that, hopefully plans for Episode Two will start coming together, but that's down the line.
Okay, we've officially completed citadel_01, we're now moving onto citadel_02, which is our first map where we get to kill things. We have a great glitch for this map, though it's not 100% decided we'll use it. Here's an example of what the glitch can do Orb Flying
Bunnymod is a mod that allows you to bhop at unlimited speed and other things that you can't do on regular Half-Life
Actually, the point of the bunny mod was to get around the version differences with Half-Life. From what they could figure out, the older WON versions of half-life allowed for extreme bunny hopping, yet when it was changed over to steam the bunnies were nerfed really bad. So that's a minus. The plus was the steam edition of half-life had much better demo recording functionality, which was great for speedrunners........except for the whole nerfed bunny aspect (all other aspects to the game stayed the same, only the bunny was affected IIRC). The bunny mod was designed to give back the older WON style bunny hopping while retaining the steam style demo functionality.