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If you want to see optimizations, look at my run. I will have a highlighted 36:58 posted soon, this can easily be pushed down to sub 33.
Edit history:
Apjjm: 2013-09-13 06:02:54 pm
What?
Potential new route for 03 - cellar:


This skips the slowdown but you do have to go out of your way a little to get back around to the exit door, so not sure if it is faster by much.
It seems more consistent. Whether or not it's faster, i'm not sure. Speaking of consistency, does anyone have a reliable set up for the church skip? I think I might have found one but still, it's not extremely reliable.
What?
Potential improvements for the tunnels and factory:
Wow, nice ones Apjim.
I'd lioke to be the first one to say that Sewers without a lantern is a fucking bitch when you're at the pipe part
Damn near impossible. I tried a run without it and decide that it is not worth gaining ~10 seconds to lose the lantern. Also, about to highlight my run right now. So much time for improvement T.T I had a run that was -3 minutes and failed.
Idk man, I think I got a start down without the lantern. I suggest practicing more on it. Once you get the hang of it it's not bad. Not worth the 10 seconds imo
Edit history:
sychotix: 2013-09-13 07:58:48 pm
Considering how poorly optimized the game is right now, I think I am going to keep doing it =P Here is my run. I believe it is 35:10.3 if you adjust it to be at the Amnesia logo. Many mistakes were made.

http://www.twitch.tv/sychotixx/c/2926931
~
i just finished my second run with a flawless lanternless sewer
Can you post a video? I'd love to see it.
~
Once you get to the last pipe, what do you do? I honestly can't tell and i've been stuck on the sewer for quite some time now. Without lantern is impossible. Is there any way you or someone else could post the route with either the lantern or commentary? I'm confused.
~
http://www.twitch.tv/tekkie55/c/2927190

commentary lol
Quote from Bebbzor:
Quote from Dpx008:
Quote from ShadowDraft:
Quote from Bebbzor:

First mission in 1 minute, would be able to do it in 30 sec if not failing in the start.


To be honest with you I don't see how this is any faster than the clip strat. First off you cut out the regain part which is about ~10 seconds where the game slowly gives you back full runspeed, crouch and jump. Secondly a nearly perfect execution of the clip strat takes almost exactly 44 seconds to complete the hole level. Your strat may be safer but probably not faster.

Yeah and you can't get the lantern with this clip, which is pretty sad. Sad

True but in the clip you uploaded Dpx, i saw that you edited it and didn't get into the clip strat at first try.. So you have to make it first time to have it fast. Mine as well but i think its easier to get oob above the bed than in the wall.


Well actually, that's because I recorded the glitch before and we couldn't see the emplacement. I really got it first try, haha. And btw, the WR uses this strat.
Quote from Apjjm:
I Agree that timing from the logo is the best point to start timing from, you do not have control of the character before this point, and this is a solid reference point to start timing from considering you gain control very shortly after. Regarding how timing worked in TDD: Timing during fade-in/fade-outs on level transitions counts as it is 100% possible to take damage during those moments [Thanks TDD sewer ladder!](however, time during the loading screen is not counted as well as time performing save-and-exit & loading in segmented runs). Additionally inventory / journal time counts [not that this would be an issue in AMFP]. In TDD the timing is stopped at the credits but in AMFP you lose control after the button press so it would be appropriate for timing to stop there.

Edit:
Also i would suggest doing runs from the start rather than a save at the start - the intro is shorter than the original amnesia and you shouldn't really need to reset in the first few levels. Also, it would be nice to see a run on SDA.


I agree on all accounts. Logo seems perfect, and it's always betting to start using the New Game function as opposed to a save. Button is a clear end due to the loss of control. Cleaner for any submission this way.
Get over here!
Well the save file is just for practice runs in my eyes. Some may disagree but SDA has clear rulings for their submissions and if you want your run up here you'll have to include everything.
Quote from ShadowDraft:
Well the save file is just for practice runs in my eyes. Some may disagree but SDA has clear rulings for their submissions and if you want your run up here you'll have to include everything.


I agree it's good for practice. I would actually love a modded in-game timer as well for practice. If someone could make that happen, I think it would be extremely helpful.
AFAIK, SDA wouldn't allow that.
Quote from ElendilAndurilz:
Quote from ShadowDraft:
Well the save file is just for practice runs in my eyes. Some may disagree but SDA has clear rulings for their submissions and if you want your run up here you'll have to include everything.


I agree it's good for practice. I would actually love a modded in-game timer as well for practice. If someone could make that happen, I think it would be extremely helpful.


Wsplit/Llanfair would have to do.
Edit history:
Sunder: 2013-09-14 02:54:49 pm
Finally beat the game today, looks like I'm way behind on the runs. What's the most up-to-date full-run out there right now? I'm hoping to jump in and help asap

Nevermind, watching sychotixx stream a WR run right now Tongue
We really did to have everyone dedicate a little time to look for a way out of 10 and 12.  I'd like to see us bring this time down much more.
Get over here!
I don't think Streets will have something useful .. the normal route is just too fast because you rarely get a slowdown. Reactor got the elevator skip so I don't see any improvement there. Maybe for a segmented run but single segment there's pretty small room for improvement.
Edit history:
tekkie: 2013-09-14 02:56:07 pm
~
01 mansion_01 - "Waking the Doll's House"

Clip out of the wall slightly to the left at the top of the staircase.

02 mansion_02 - "In Lily's Honour, a Banquet"

Clip @ wall to right of vertical painting

03 cellar - "Against the Rising Waters"

Right now, barrels > pipes > ceiling clip. Apjjm has a new possible OoB but we're not sure it's faster.

04 alley - "The Collar, The Neck, The Noose"

Pig fly over the wall. Ap suggests pig flying onto one of the roof segments and then going over the wall; I'm not positive which roof segment yet.

05 church - "Livestock and Bibles"

Church skip through the statue in the very back on the right. It's sketchy; just make sure you're oriented running more across the statue than through and it's easier to land on that stupid floor patch.

06 factory - "And so to The Stoking"

Barrels > ceiling clip, fall onto the elevator. Ap has a flashback skip that's very new as well; that should be used.

07 tunnels - "In the Nest of Eggs"

Ap's ceiling clips look good; I'd recommend those, but the cabinet door clip is good as well.

08 sewers - "This Leaking World"

Ceiling clip over the pipe in one of the control rooms. You can clip out of the wall easily here and have to reset the level, so it's kinda sketchy for now. I boost up the chair >boost up the pipe > fly through the ceiling. It's safe, but slow. Then, for the pipe segment, if you spend the extra 15-20 seconds on the lantern, hurl yourself down to the beams above the door and platform down to it. Lanternless route I posted above. You basically get to a certain vertical pipe and leap off towards the door. If you jump well, you run into the door every time.

09 bilge - "From Tide to Spine"

Clip behind that weird pipe thing. Maneuver around to the steam/cleaning/whatever room. Try to clip inside, though if you mess up you can get stuck easily. Alternatively, you theoretically can boost on top but I've never gotten it consistently. There's also another way around the opposite side; you can make a risky jump straight to the door. Faster, but needs solid testing.

10 reactor - "The Children, Dancing"

Elevator skip. On the stairs, get on top of the wall pipe, get out into the center of the stairway, fall down to the walkway.

11 engine_room - "Mandus, Saboteur"

OoB clip here on some pipes, go towards the cubic steam room thing, crouch under, grab the ladder, head to the elevator.

12 streets - "Anything to Save Them"

No skips. Run from point A to point B.

13 pigline - "Farming the World"

There's a clip through the horizontal pipes along the walkway after the Chemical X light. Head to the big blood pool room, clip in bounds via the pig room pillar.

14 tesla_01 - "The Veil Lifts, the Bride is Waiting"

No skips yet. I found a possible OoB near the ladder but I never tested it.

15 tesla_02 - "Mandus Descending amongst The Spirits"

Electropig skip. Pop out of bounds right before the teleport trigger, grab the ladder, go up, activate the glass armonicas.

16 temple - "Enoch, Edwin, Oswald and I"

No skips/gg

Current open ends/stuff that should be tested in order of importance

-New bilge skip needs a solid route
-The sewer OoB, which is still really hit-or-miss
-Church skip D:
-Pigline OoB kinda sucks but it's not killer
-The absolute best way to handle pig flying


If anybody is doing the run WITH Lantern, here's a much safer jump that's equal in consistency after you grab the Lantern.