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As promised...

Inner Cloister (Nightmare):
Min Bosses: 0
Max Bosses: 1
Avg. Bosses: 0.7
Minimap Size: ~0.1
Boss Density: 7.0

Cathedral (Nightmare):
Min Bosses: 0.5
Max Bosses: 2
Avg. Bosses: 0.9
Minimap Size: ~0.2
Boss Density: 4.5

Catacombs 1 (Nightmare):
Min Bosses: 2
Max Bosses: 5.5
Avg. Bosses: 3.8
Minimap Size: ~0.4
Boss Density: 9.5

Catacombs 2 (Nightmare):
Min Bosses: 1.5
Max Bosses: 8
Avg. Bosses: 5.0
Minimap Size: ~0.5
Boss Density: 10.0

Catacombs 3 (Nightmare):
Min Bosses: 4
Max Bosses: 6
Avg. Bosses: 5.15
Minimap Size: ~0.5
Boss Density: 10.3

Catacombs 4 (Nightmare):
Min Bosses: 0.5
Max Bosses: 3
Avg. Bosses: 1.7
Minimap Size: ~0.2
Boss Density: 8.5

I think I'll take a break from D2 tomorrow and then start into Act 2.
Joke of all trades
looking good salivator Smiley

also i just have a thought here, if we're gonna be running through act 1 doing all these optimesd killings, actually fighting mobs may be a problem,
a group of cold enhanced lightning spit deamons or extra strong archers pack quite a punch and can take out a sorc in little time,  obviously these can be manipulated, but it seems you haven't taken into acount the dificulty of fighting some boss packs, sure the assasin in 1 player mode steamrolls everything in sight and then some, but this finishing skill requires the sorc to be able to cast static on enimies, so yo'll want them up ahead while the finisher finishes of the last pack. creating the need for some kind of tank somewhere along the road, or some Really dam good sorc players not that im saying people are shit or anything.

on another note not everyone needs to be level 60 to do hell ancients, they just need to be in the same act unless the rules say that  THEY have to complete the quest( which would meant that blood raven would have to be killed 8 times, once by each player in theory). so once you get a sorc or 2 to max static and 65% fcr, there pretty much done for the run and can concentrate of progressing the game whilst the others level

finnaly, it will probably be benificial to get a whole bunch of act 2/5 mercs for some tanking of some sort, unless they slow the game down alot(due to lag, them just being there should't slow thing down atall, they don't need to be preserved or anything)

finally, for the sorcs sake sacrafice 1 skill point into frzen armour, defence is pointless but that freeze enemy is gonna be dam usefull to get of another static or 2 before you get mobed down by fallen.

for a far away caster then its understandable to forego that skill spent but when your primary tractic is to run straight at peoples faces, then youre gonna want some defence
I love YaBB 1G - SP1!
you dont get ancients if you arent lvl 60, you can get baal though. But that players ancients wouldn't be marked as complete and would probably be the cause of the run not being 100%
Joke of all trades
Quote from gia:
you dont get ancients if you arent lvl 60, you can get baal though. But that players ancients wouldn't be marked as complete and would probably be the cause of the run not being 100%


oh fair enough, i still think it might be benificial to get 1 sorc who can always teleport, and fast who barely levels then just mooches at the final leveling spree with an xp shrine or somethin like that then.
Yes, a worthless avatar riding my posts.
I noticed you were lamenting how it's hard to get to Pit 2 Fragfrog, so I thought "why not just split up into teams of two and TP to each boss hot-spot, then hop around and kill each pack as an 8 player team"

actually the overhead cost of making all those TPs might be pretty high, but it's just a thought.

I'd also like to warn against excessive grinding. 60 is a really really low level to be for Act 5, yes, but when you have 8 people with the right skills you can probably pwn just about anything.

If my computer gets fixed and I end up having time for this it looks like I'd only be comfortable with the Paladin. I assume you're going with Holy Fire so you don't have to rely on finding a weapon with high base damage, and so he can start doing big damage early (especially to Andariel)? One caveat though, you can't "flash" auras any more to briefly get the benefits of two auras so you can't use Conviction to get a damage boost for Holy Fire.
Quote from ShinerCCC:
'd also like to warn against excessive grinding. 60 is a really really low level to be for Act 5, yes, but when you have 8 people with the right skills you can probably pwn just about anything.


The problem is not killing power, which will certainly be more than sufficient, but getting everyone the hell ancient's quest, which requires level 60 for all chars and is (presumably) a requisite of a 100% run. Also, the plan is already to split into teams of two. Please read the preceding discussion carefully and if you still feel you have a new idea, please explain specifically how you think it will improve upon the current plan.
Edit history:
FraGFroG: 2009-12-02 06:17:43 pm
@ZaibirQuild: OK, all times noted.


@Salivator: Thanks again Salivator! Catacombs 2 and 3 looks quite nice for leveling so far, but we'll see if we can come up with even better areas in nightmare...


@Beenman500:
- First about dying: mfb and me are working on a more detailed and tweaked strategy right now, that will also reduce dying to the minimum. We'll post it some time later...

- About ancients without 2 players: Unfortunately that's not possible, because of 100% requirements (you can't finish the ancient-quest with them). First we had a strategy just as you suggested, with ~2 throw-away-sorceress, who are only responsible for teleporting, but that won't work with 100%...
So now the teleporting sorcs will rotate every once in a while.

-Act 2/5 mercs are just terribly underleveled and will die in milliseconds in hell because of that, so I think mass-act3-icemages for all 5 sorcs are the best way to go, to get some crowd-control without too often diing mercs...


@ShinerCCC:
- pit 2: With our new strat, this won't be necessary... see it later.

- grinding: Level 60 is a hard-requirement to finish this game 100%. So grinding will be absolutely necessary here and there...

- Holy Fire: Holy Fire will only be used till Level 24, so there's no need to aura-switch or something like that.


@shoop: # Wink


Anyway, here is a lot more data, that I collected recently:

Act 2 normal (most valuable areas only, which I determined by collecting data for 3 complete act 2 runs and then going on with the best areas of these results only):

Rocky Waste:
Min Bosses: 0,5
Max Bosses: 2
Avg. Bosses: 1,3
Minimap Size: ~0.7
Boss Density: ~1,85

The Stony Tomb 1:
Min Bosses: 0
Max Bosses: 1
Avg. Bosses: 0,6
Minimap Size: ~0.2
Boss Density: ~3

The Stony Tomb 2:
Min Bosses: 2
Max Bosses: 3
Avg. Bosses: 2,65
Minimap Size: ~0.2
Boss Density: ~13,25

Far Oasis:
Min Bosses: 1,5
Max Bosses: 3
Avg. Bosses: 2,55
Minimap Size: ~0.7
Boss Density: ~3,6

Lost City:
Min Bosses: 2
Max Bosses: 3
Avg. Bosses: 2,5
Minimap Size: ~0.7
Boss Density: ~3,6

Ancient Tunnels:
Min Bosses: 1
Max Bosses: 3
Avg. Bosses: 1,7
Minimap Size: ~0,3
Boss Density: ~5,7

wrong Tombs:
Min Bosses: 1
Max Bosses: 3
Avg. Bosses: 1,75
Minimap Size: ~0,3
Boss Density: ~5,8


Act 3 normal (only till flayer jungle yet with the same method, as described before, but we already have a nice leveling-strategy from level 21-30 which involve traviruns and baalruns only and scouting is therefore only necessary till the travincal):

flayer jungle (only valuable area I found in the jungle, also because of monster-density, including gidbinn-boss and stormtree-boss):
Min Bosses: 2,5
Max Bosses: 4
Avg. Bosses: 3,15
Minimap Size: ~1,5
Boss Density: ~2,1
Joke of all trades
looking at those, rather pathetic act 2 figues, it seems like leveling from 12-20 is gonna be a problem, getting to level 18 for sorcs is gonna be important to happen quickly, maybe in the palace as there is a superunique, a constant map layout and a wp slap bang in the middle.
Edit history:
mfb: 2010-01-03 02:58:36 pm
The strategy of FraGFroG and me so far.

The second blizzard-sorc may be changed in a fireball/meteor-sorc with some points in static field. Items are not fixed and of course, everything can be changed if there are good reasons to do so.

For quests, we will use up to 4 teams - each team is able to kill monsters very fast from level ~9 (static-sorc in every team) to level ~43 (end of nightmare). Leveling is done with only one big team in most segments as this simplifies manipulation of many boss monsters, the killing speed is higher, we have less deaths and we can keep the segments shorter. However, the team can split up a bit (but stay in xp-range) to find more monsters.

One sorc is teleporting to the next waypoint/quest area in nearly all segments, some teams do quests (and get exp) or item management, all other chars can level in an area with many boss monsters.
The teammate of the teleporting sorc helps another team. The teleporting sorc can kill bosses along the way, if that is not enough, we change the sorc from time to time.

As different teams will need different times in many segments, some chars can do shopping after their tasks are done.


Teams in normal:
1) druid + blizzard/static
2) assa + orb/static
3) fire + lightning/static
4) pala + blizzard/static
In nightmare, we switch one blizzard-sorc and the lightning-sorc to separate conviction and the cold mastery.

Communication:
As we have to do many tasks in independent teams, one common teamspeak-channel is unhandy. One channel for every team and a set of short chat signals (like "q" = quest done) to coordinate the party is a possibility. To discuss our strategy and single segments, we can use IRC.



Act 1:
Reach level ~14, do all quests except blood raven (and cow...), collect gold and some fc-rings, get some useful runes from the countess.

segmenting (+shopping segments where we need them):
1.: den of evil (4 players), find wp stony field (4)
2.: underground passage (all), find wp dark wood and inifuss scroll (split up here) <-- Level 6 after this segment.
3.: pure trist-run (all)
4.: trist (4), find wp black marsh (2), countess (2) - joined by trist and wp team later
5.: countess (6),  find wp outer cloister (2)
6.: countess (4), find wp jail(4)
7.: countess (4), find wp inner cloister (2*2)
8.: countess (4), find wp catacombs (2*2)
9.: countess (4), find andariel (2*2) => kill andariel (4, 6 or 8)

skills (level 12):
fire sorc <- level 11, respec with level ~13-14
blizzard1
blizzard2 <-- respec to static field / nova with level ~12-13 (see lvl20 skills)
lightning
frozen orb
assa
pala
druid <- level 11, respec here



Act 2:
Reach level ~19-20, do all quests, build ~2 TalEth. Get belts with 3 rows.

Segmenting:
10.: Sewers (2), The Stony Tomb (2), Dry Hills WP (2*2)
11.: Halls of the Dead (2*2), Far Oasis WP (2*2)
12.: Lost City WP (2*2), Far Oasis (4)
13.: Lost City + Ancient Tunnels (4), Claw Viper Temple (2*2) (at least one Level 18 sorc in the end of this segment).
14.: Lost City + Ancient Tunnels (5), Maggots Lair (1), Arcane Sanctuary WP (2)
15.: Lost City + Ancient Tunnels (7), Canyon of the Magi WP (1)
16.: wrong tombs (6), Duriels-Tomb (2) (rest joines after Tal Rashas Chamber is open)


skills (lvl20):
fire sorc
blizzard1
blizzard2
lightning
frozen orb
assa
pala
druid


Act 3 to act 5:

Due to the availability of teleport, we can split waypoints, quests and leveling here. We level in act 3 until 24 as leveling in act 4 is more difficult. No matter how long it takes to get this level, we continue teleporting to reach the ancients when we are 24. The council can be combined with very short teleport segments: sorc A teleports to the next wp (10-20s), sorc B teleports to the council (~3s), opens a tp and the remaining chars kill it. A and B start in act1 (not necessary for A in act4/5 teleports), all other chars can stay in act 3.

22->24 are about 12 runs to travincal. 10-11 are planned, izual+cs+hellforge are equal to ~2 runs.

As we are divided into more than one act here, we'll have to coordinate the party for some quests, as shown in the segments.

Get some more items like some TirRal-staffs, a +blizzard-orb (anya), a conviction-sceptre (anya), RalOrtTal-shields (act 5 quest 2).

Kill the ancients to get level 25, so we can do baalruns until level 30.
Complete the quests of act 5 and hellforge, do cow and blood raven.

Segmenting:
17.: Flayer Jungle WP (1) (TP-drop at some sideway in the Spider Forest), Spider Cavern (7)
18.: Kurast Bazaar WP (1), Flayer Dungeon (1), Flayer Jungle + Gidbinn (6)
19.: Travincal WP (1), Sewers (1), Ruined Temple (6)
20.: Ruined Temple-runs till all have reached level 22
21.: Travincal-run with Seal-opening (8) (leaving before finished)
22.: Travincal-run (7) with Mephi-teleport (1) and Mephi-kill (8)

23.: Travincal-run (7) with Izual teleport (1) and Izual kill (7) with City of the Damned teleport (1)
24.: Travincal-run (7) with Hellforge teleport (1) and Hellforge-finishing (7) with River of Flame WP (1)
25.: Travincal-run (7) with Chaos-Sanctuary teleport (1) and Chaos-Sanctuary teleporting to all seals at the same time (2+3+3) and Diablo-kill (8)

26.: Travincal-run (6) with Frigid Highlands WP (1), Hellforge teleport (1) and finishing (7)
27.: Travincal-run (7) with Arreat Plateau WP (1)
28.: Travincal-run (7) with Crystalline Passage WP (1)
29.: Travincal-run (7) with Frozen Tundra WP (1) <-- maybe split in two segments with the wp glacial trail
30.: Travincal-run (7) with The Ancients' Way WP (1)
31.: more Travincal-runs till all have reached Level 24 (if necessary)

32.: Ancients-teleport (1) with Shenk-kill (7), Ancients afterwards (8) and Worldstone Keep WP (8)
33.: Throne-teleport (1) with Barbarian-Quest (1), freeing Anya (6) and Baalrun afterwards (8)
34.: Throne-teleport (1) with Nilathak-kill (7) and Baalrun afterwards (8)
35.: Throne-teleport (1) with Blood Raven (1), Cowlevel (6) and Baalrun afterwards (8)



Skills:
fire sorc
blizzard1 (lvl25, respec to blizzard here)
blizzard2 (lvl30, respec in act 1 nightmare)
For nm: 2* blizzard
lightning
frozen orb
assa
pala lvl30 <- pala before respec (with level 25)
druid



Nightmare:
The blizzard-sorcs start teleporting as they are able to kill bosses on the way quite fast with level 30. Later, the orb-sorc can help teleporting. The lightning-sorc may teleport in some areas, too. Get level 40+ here, do all quests, get runes from the countess and the hellforge and reach the ancients. We don't need much xp here, but have to split a lot to do all these tasks fast.
Get more equipment - a possible item list can be found in FraGFroGs old post.

Segments can look like this: "One sorc teleports to wp stony field and drops a tp at the den of evil (5 chars clean it) and one in the cold plains (1 sorc teleports to burial grounds, 2 chars kill blood raven)."

Skills:
with level 45 here, the testrun will show how much we can level. The +skills are a bit random, as the items are not completely fixed yet.
fire sorc
2*blizzard
lightning
frozen orb
assa <-- fire traps until act 4 nightmare, then respec to lightning
pala
druid


Hell:
Teleporting, teleporting, ... the sorcs will have to change more here as leveling on the way is difficult with a low level. As soon as we reach the ancient tunnels, leveling will be done here. Quests in act 3, 4 and 5 are done as fast as possible, as the whole party needs to be in the right act for that.


Skills:
fire sorc
2* blizzard
lightning
frozen orb
assa
pala
druid



Edit: Updated the fire-sorc (more damage for meteor), removed holy shock from the paladin, updated the lightning sorc (more damage for lightning)

Edit2: Updated the blizzard-sorcs (static/nova in norm), changed amazon to druid, changed hell-skills for assassin (fire -> light) and paladin (no holy fire) due to the possibility to respec.
Nice work on sorting out the test run all the way up to act 5 hell.  I volunteer to play assassin, fire sorc, or orb sorc if I'm drafted onto the team.  Do the teleport sorcs shop at the end of segments or after throwing up portal and everybody else shop at the beginning or does everybody shop at the beginning? 
the only problem/concern at this point looking at that plan, which looks pretty solid, is at the start of act 2, you send two people off to do the sewers, i don't know if you are in need of skill points, but wouldn't it be better to go off and do it later with teleport, or maybe its good for xp, either way 2 people in the sewers with those fire archers may cause a problem , more people are need me thinks.
sda loyalist
Ok then... let's appropriate irc.speeddemosarchive.com/#diablo for this.
@Wuv: Shopping should always be done at the end of the segment, because you never know before the end, which task is gonna take the most time, because it's heavily dependant on the map and find-luck. So all characters/teams, who finished their tasks before the rest of the group can then go shopping potions and such.

@Beenman: Those skillpoints are needed for most players I think and you don't have to kill burning-archer-troops if you can't do so in a reasonable time. Also: We can always send off the best 2 characters (assassin and static/orb-sorc) at that time, to always do the most difficult parts of the run, because they just steamroll everything up until act 5 normal...

@lag: Great idea! Joining right now... maybe if we all together in one channel, we can have a more lively discussion about the run!
20-100 and MrEnzyme I still need your weekly schedules, to be able to plan the dates for our speedrun.
I'm available from 4-12PM sunday-thursday and from 4PM onwards friday and saturday.
Edit history:
FraGFroG: 2009-12-10 12:30:46 am
OK, i worked out another piece of the strategy, the segmentation of nightmare and hell. Here is my proposal (please critizise, if you have improvements on any segment!):

Please also read the last part of my post, it is very important for all participants!

Nightmare segmentation

Act 1:
1. segment: Outer Cloister WP (1) → TP drop at Den of Evil (3), Cold Plains for Bloodraven and Dark Wood for XP and Inifuss (2) and Stony Field for XP and WP (2).
2. segment: Horadric Malus + Andariel teleport (2), Tower (2), Stony Field XP/find/open/finish Tristram (4) and kill Andariel afterwards (all).

Act 2:
3. segment: Radament teleport (1), Far Oasis WP + Lost City WP (2), Rocky Waste + Stony Tomb XP (5) → help killing Radament afterwards. Get Skillbook (all).
4. segment: Lost City + Ancient Tunnels XP (6), Maggot Lair (1), Claw Viper Temple (1) → talk with Drognan afterwards.
5. segment: Lost City + Ancient Tunnels XP (7), Canyon of the Magi WP (1).
6. segment: wrong tombs XP (7), right tomb seal opening (1) and Duriel afterwards (all).

Act 3:
7. segment: wrong tombs XP (5), Spider Cavern XP + organ (2) Flayer Jungle WP (1).
8. segment: Flayer Jungle XP + Gidbinn (3) + Flayer Dungeon (1), Ruined Temple (2) + Sewers (1) + Travincal WP teleport (1) and Travincal afterwards (all). Leave before seal-opening-sequence is finished.
9. segment: Act 3 NPC talk for quests (6), Mephisto teleport (2) and Mephisto afterwards (all).

Act 4:
10. segment: Izual teleport + City of the Damned WP (2), Act 3 NPC talk for quests (2) and kill Izual (6).
11. segment: Hellforge teleport + River of Flame WP (2), Hellforge quest (6).
12. segment: Hellforge quest (2), CS teleport to all seals at the same time + finishing seal-bosses (2+2+2) and Diablo afterwards (all).

Act 5:
13. segment: Frigid Highland WP (1), Hellforge quest (7) and Shenk-kill afterwards (all).
14. segment: Arreat Plateau WP (1), freeing Barbarians (1), Hellforge quest (6)
15. segment: Glacial Trail WP + Anya teleport (2), Hellforge quest (6) → free Anya afterwards.
16. segment: Ancients WP, Hellforge quest (7)
17. segment: Ancients teleport (2), kill Ancients (all) → World Stone Keep XP (6) and World Stone Keep WP (2).
18. segment: Throne teleport (1), Nilathak teleport (1), Hellforge quest (6), kill Nihlathak and Baalrun afterwards (all).
19. segment: Throne teleport (1), Cowlevel (4), Hellforge quest (3) and Baalrun afterwards (all).


Hell segmentation

Act 1:
1. segment: Outer Cloister WP (1) → TP drop at Den of Evil (4), Cold Plains for Bloodraven, Stony Field for WP and Dark Wood for Inifuss (3).
2. segment: Horadric Malus + Andariel Teleport (2), Tower (2), find/open/finish Tristram (4) → help killing Countess, kill Andariel afterwards (all).

Act 2:
3. segment: Radament teleport (1), Far Oasis + Lost City WP (2), Rocky Waste + Stony Tomb XP (5) → help killing Radament afterwards. Get Skillbook (all).
4. segment: Lost City + Ancient Tunnels XP (6), Maggot Lair (1), Claw Viper Temple (1) → talk with Drognan afterwards.
5. segment: Lost City + Ancient Tunnels XP (7), Canyon of the Magi WP (1).
6. segment: Lost City + Ancient Tunnels XP (7), right tomb seal opening (1) and Duriel afterwards (all).

Act 3:
7. segment: Lost City + Ancient Tunnels XP (6), Spider Cavern (1), Flayer Jungle WP (1).
8. segment: Lost City + Ancient Tunnels XP (6) → Gidbinn afterwards, Flayer Dungeon (1) → TP-drop at Gidbinn, Kurast Bazaar WP (1).
9. segment: Lost City + Ancient Tunnels XP (7) → Ruined Temple afterwards, Sewers + Travincal WP (1) → TP drop at Ruined Temple.
10. segment: More Lost City + Ancient Tunnel-runs until all characters have reached approximately Level 58, if necessary.
11. segment: Travincal (all). Leave before seal-opening-sequence is finished.
12. segment: Mephisto teleport (2) and Act 3 NPC talk for quests (6) → Mephisto kill afterwards (all).

Act 4:
13. segment: Izual teleport + City of the Damned WP (2), Act 3 NPC talk for quests (2) and kill Izual afterwards (6).
14. segment: Hellforge teleport + River of Flame WP (2), finish Hellforge (6).
15. segment: CS teleport/open all seals at the same time → open 1 Tps at each corner (3) and then kill all 3 seal-bosses together (all), Diablo kill afterwards (all).

Act 5:
16. segment: Arreat Plateau WP (1), free Barbarians (1), kill Shenk (6).
17. segment: Frozen Tundra or Ancients' Way WP (2) Anya teleport (1), help free Anya (5).
18. segment: Ancients teleport (2), kill Ancients (all) →  find Worldstone Keep WP (2).
19. segment: Throne teleport (1), Nihlathak teleport (1), kill Nihlathak and Baalrun afterwards (all).
20. segment: Kill Cowking (all) and meanwhile finish all quests with NPC-talk, if necessary (x).



Now something important for all participants! Please read!
I think we should start the test-run very soon, as most of the stuff is ready to be tested now and the remaining planning-details can be found out if we do the testing there...
I have all the schedules from you together now and it looks like the weekend is the only time where we can meet and play together, so my proposal to you is:
Let us get started by meeting on the upcoming Saturday on 8 pm (GMT+1), 7 pm (GMT), 2 pm (GMT-5), 1 pm (GMT-6). I have bad news for MrEnzyme and ZaibirQuild though. I'm sorry for you guys, but your schedule is not compatible with the other players here...
All others: If you read this, and are able to come this weekend please verify that you come on Saturday in this thread, so that I get to know, if you are still interested and have the time this weekend. The first meeting will take place in the battle.net, europe-server, channel: speedrun

Players who still have to verify:
- PreddY
sda loyalist
Sounds fine to me. I'll be there.
I love YaBB 1G - SP1!
Saturday should be fine. I would like to ask the following question in advance though: I'm going on vacation to australia for about a month around january the 13th. Unless the speedrun will be done by then or the rest is willing to put it on hold for until halfway through feb. then I'm going to be polite and not waste any of you guys' time.
Joke of all trades
Quote from 20-100:
Saturday should be fine. I would like to ask the following question in advance though: I'm going on vacation to australia for about a month around january the 13th. Unless the speedrun will be done by then or the rest is willing to put it on hold for until halfway through feb. then I'm going to be polite and not waste any of you guys' time.


i think the idea is that other people can fill the role, as getting 8 people together is always gonna be anoying.
so someone else would fill in for you during that time, there'd essentially be more than 8 runners for an 8 man run of the game i think, this may have to be officially checked though, i never really thought about it.
Edit history:
Wuv: 2009-12-08 08:02:26 pm
I'll be there, currently practicing up.  Have the players' hero roles been assigned yet?
Edit history:
gia: 2009-12-08 09:50:29 pm
I love YaBB 1G - SP1!
Quote from Beenman500:
Quote from 20-100:
Saturday should be fine. I would like to ask the following question in advance though: I'm going on vacation to australia for about a month around january the 13th. Unless the speedrun will be done by then or the rest is willing to put it on hold for until halfway through feb. then I'm going to be polite and not waste any of you guys' time.


i think the idea is that other people can fill the role, as getting 8 people together is always gonna be anoying.
so someone else would fill in for you during that time, there'd essentially be more than 8 runners for an 8 man run of the game i think, this may have to be officially checked though, i never really thought about it.

doesn't have to be checked, it would just be listed that many runners contributed

EDIT: oh, yes, I can play
Despite my earlier post, I am available all day on the weekends at least for the next few months, so I WILL be available at the time you have planned, 2PM (GMT-5).
OK MrEnzyme, if you still can play, just come around on saturday... we need more than 8 players anyway, to get this run finished...
I love Rogue Squadron and stories.
Ok I'll be there too might need to set my alarm depending on when i fall asleep but whatever

also have a strange feeling more than one person mgiht end up being needed for maggots/claw viper in nm and hell
Joke of all trades
Quote from ofcourse:
also have a strange feeling more than one person mgiht end up being needed for maggots/claw viper in nm and hell


possibly, for magots, but IIRC in claw temple if your on the peadstall, monsters don't attack you so no real need for more people.  also i think i counted 8 people ready (including frag and mfb) so all should start to kick of this saturday, maybe people should start deciding on there characters