I guess to keep things simple we can allow it (I'd assume glitchless would appeal to newer speedrunners), but I'm still on the fence about it; hearing "glitchless" you'd expect there not to be a major level skip. idk
As long as the skip doesn't exploit a glitch, I feel like it should be allowed. Since the pipe throw isn't really a pipe clip, I feel it should be treated along the same lines as other large skips like 1-1 Hollywood Holocaust's steroid jump/monster jump and 3-4 L.A. Rumble's jetpack skip. Personally, part of the appeal of glitchless is the fact that you get to see a lot more of the maps, but I don't feel that the category in particular should additionally disallow large skips in order to enforce that... As an alternative to glitchless, some speedrunners implement a "No Large Skips" category for their games, but that category typically allows glitches for minor skips. It would be extremely hard to decide what would constitute a large skip for Duke3D, so I don't know if it would even be possible to try that kind of category... Duke3D is one of the few games though where neither a traditional "No Large Skips" nor a pure glitchless category would fully show off all of the levels, due to the number of secret shortcuts and many intentional and unintentional shorter paths in the game.
I guess for showing off the most of all the levels, Max% may still come the closest? It's a totally different style of run though. It's interesting to think that, no matter the category, the unmarked secret areas in particular will probably remain hidden from basically all runs.
While we're discussing category rules and oddities, I should note that I feel bad that Max% encourages killing most of the women (since they're often a trigger for necessary monster spawns)... If only killing innocents counted negatively towards the kill tally or were shown on the intermission screen in order to counter the kill score benefit of the extra spawns.
Awesome runs, Softman! Very nicely done! Sorry about the framerate limiting, it's ridiculous how much v-sync in particular increases the input lag! The intermission skip also seems much less likely to occur with v-sync on. Glad you were able to fix that with the help of BlackParrot's suggestion!
Very nicely done, BlackParrot! Awesome run! Amazing to see these runs constantly getting better and better!
I guess to keep things simple we can allow it (I'd assume glitchless would appeal to newer speedrunners), but I'm still on the fence about it; hearing "glitchless" you'd expect there not to be a major level skip. idk
As long as the skip doesn't exploit a glitch, I feel like it should be allowed. Since the pipe throw isn't really a pipe clip, I feel it should be treated along the same lines as other large skips like 1-1 Hollywood Holocaust's steroid jump/monster jump and 3-4 L.A. Rumble's jetpack skip. Personally, part of the appeal of glitchless is the fact that you get to see a lot more of the maps, but I don't feel that the category in particular should additionally disallow large skips in order to enforce that... As an alternative to glitchless, some speedrunners implement a "No Large Skips" category for their games, but that category typically allows glitches for minor skips. It would be extremely hard to decide what would constitute a large skip for Duke3D, so I don't know if it would even be possible to try that kind of category... Duke3D is one of the few games though where neither a traditional "No Large Skips" nor a pure glitchless category would fully show off all of the levels, due to the number of secret shortcuts and many intentional and unintentional shorter paths in the game.
Yeah, those are good points... I'll revise the NG route to include the pipebomb skip/clip/etc.
I plan to start routing Episode 4 sometime soon too, Any% Atomic needs to be a thing.
Quote from Softman25:
I give it 12 hours before it gets bopped by Parrot here.
XBOX360 Duke 100s Leaderboard dmos (huge thanks to King Mamba 48 for recording these and uploading them to youtube Smiley )
No problem! And huge props to you for your huge contributions!
I'm glad to see that this game is still making progress. I really like that Megaton exclusive glitch and the Death Row skip trick (these are great findings). Major kudos to the Megaton players and to anyone else that has worked on this game in recent times!
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I plan to start routing Episode 4 sometime soon too, Any% Atomic needs to be a thing.
I think a full episode run of The Birth episode would be very fun to watch! I'm not sure if you've seen this video, but it might be helpful to you as you're routing the 4th episode: Duke Nukem 3D Any% speedruns (Xbox 360). Skip to 7:40 if you just want to see speedruns from "The Birth" episode.
Anyway, to all the Duke 3D speedrunners... good luck on your future runs!
Got an 11:08 on my second day of running the game. Kind of sloppy in some places, and lost around 10ish seconds in Dark Side.
Really cool to see some competition for this game, I meant to learn this game months ago but never got around to it until now. Kind of regretting that, since its an incredibly fun game to run.
I was going to post the 10:33 I got, but I'll post this 10:23 instead. . .
Also, just FYI for ya'll
- My best E1 is now 1:55, no highlight because I lost it...(No it's not a real category, but it's fun to brag ) - My sum of best is now 9:48 - sub 10 is theoretically possible...it's scary, and I'm not going to play for it yet...
Speaking of the Overhang Fall Damage Push glitch, has anyone tried to use that glitch to clip through the doorway that's blocking access to the following teleporter in E2M8 (I circled it in red)?
Back when I was an active Duke Nukem 3D player on the Xbox 360, I tried searching for a way to bypass those doorways that are blocking those hidden teleporters, but to no avail. But after learning of the Overhang Fall Damage Push glitch, I figured it'd be possible to at least access the one that I circled in red. If it works, it can help to save a lot of time.
Hmm...I was unaware that teleporter even existed. It's potentially possible with some kind of steroids / jetpack around the corner. Angle would be insane. . .
I've got some things to do now, but I won't lie, I really want to try it out, I'll report back later.
LIVE EDIT FROM THE FRONT - ITS POSSIBLE.
(It's insanely hard, and is going to kill more runs than cholera - but it's possible...holy crap - going to have to record a video...gimme a few minutes - while I do this - I also have to think about where we're going to make up 15 Devastator ammo...and a Devastator...)
(Yeah, I already figured out the pistol thing, considering how tight it already is, I'd be damn impressed if it was possible sans-roids)
No problem! And huge props to you for your huge contributions!
I'm glad to see that this game is still making progress. I really like that Megaton exclusive glitch and the Death Row skip trick (these are great findings). Major kudos to the Megaton players and to anyone else that has worked on this game in recent times!
Thanks Andrew There's still a lot to find, especially in Megaton... Things are really picking up again this summer, I'm really excited about it
Quote from Andrew_Martinez:
Speaking of the Overhang Fall Damage Push glitch, has anyone tried to use that glitch to clip through the doorway that's blocking access to the following teleporter in E2M8 (I circled it in red)?
Yep, haha, I had been working on that trick for an IL -- it's a bit tricky... I'm still working on testing if it's possible without steroids and just strafe-50...
Once you're in, you'll want to shoot your pistol to teleport back to shoot the switch and teleport back again.
Edit: Also, welcome to SDA! Looking forward to seeing your Manhattan Project runs! (and maybe some Duke3D? )
Edit 2: Awesome vid, Softman! Great work, that was really fast!
Edit 3: Thinking of the levels -- there's a devastator up near the switch to turn off the force-field outside. I wonder if that one is faster than the one in Overlord under the water? There's probably a couple other levels that could contend for the devastator & ammo... Additionally, there's 15 devastator ammo near the exit of Dark Side, just by the monolith that should be super fast to grab.
Edit 4: There's also an additional 15 devastator ammo in the secret area at the opposite side of the Overlord's den. You could potentially clip in there or open it up while fighting the Overlord.
After a bit of testing - the Overlord Devastator (which I didn't actually know existed...cheers) seems faster than the Dark Side one (which I also didn't know existed).
Main reason being the time it takes to actually get up to the top is time you can be roid-ing towards the exit - and it does seem quicker to jetpack in and out as opposed to taking the lift.
(But yeah, so that reroute was easier than I thought, thanks very much for the help there. No need to clip to get the spare ammo - there's 30 laying around in the Overlord fight arena! Something I didn't consider at all before)
I haven't been playing a lot of DN3D recently, mostly because my route for nuclear winter was ruined by updates to the steam megaton edition, as i mentioned earlier in the thread. Did anyone ever figure out a way to remedy this, except by obtaining an original nuclear winter disk?
Alternatively, you could potentially run an older version if it would be faster... Finding an old version would be tough though. It may be easier to simply move the map patches into a different path where the game won't find them. You can do this by browsing to "Steam/steamapps/common/Duke Nukem 3D/gameroot/addons/nw", creating a new folder (you can name it 'patch' or similar), and moving all the .MAP files from the nw folder into it. Instead of seeing these loose patched MAP files, the game will now simply use the old maps from the .GRP file.
This approach is a little bit strange though, as it requires game file modification (you would no longer really be running any "official" release of the game)... I don't think this is a big issue in this case, but it does break traditional SDA rules.
If it would be helpful, feel free to add me on Steam and we can talk Duke in real-time (feel free to message me whenever, I'm usually online).
Thats a good idea! To me, its not much different than using an earlier patch version of a game for a speedrun, such as the Morrowind any% does. I believe there's a program that turns the GOTY edition (the most common one nowadays) into 1.0 (which is used for the speedrun). Other than finding an original morrowind CD, there's no other way to do the run. I'm not really concerned about SDA rules anyway: I don't think any of my runs are anywhere near the high standard of DN3D runs posted here, and therefore I won't be submitting mine any time soon.
Yeah, there are definitely a couple of games where certain modifications are normal for their speed runs, usually to approximate an earlier version -- I'm reminded of Half-Life, in particular. As long as a runner is open and gives full disclosure about how they're running something, it's usually not an issue.
Also, your runs are great You totally make the grade, don't underestimate yourself! I look forward to seeing your future runs!
Great work, Softman25! I've been wondering the past week whether or not it'd be possible to access that teleporter. Thanks for confirming! It would be exciting indeed to see someone incorporate this trick into his/her RTA speedrun.
Quote from pogokeen:
Yep, haha, I had been working on that trick for an IL -- it's a bit tricky... I'm still working on testing if it's possible without steroids and just strafe-50...
Once you're in, you'll want to shoot your pistol to teleport back to shoot the switch and teleport back again.
That's great, pogokeen! I look forward to seeing your future IL speedruns! Looking at Softman25's video, however, I'd be amazed too if someone pulled that off without roids, let alone pulling it off in a speedrun.
And I believe you when you say that there's still a lot to find. There are glitches everywhere in Duke Nukem 3D, and I feel that's one of the things that makes Duke 3D such a fun game to speedrun!
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Edit: Also, welcome to SDA! Smiley Looking forward to seeing your Manhattan Project runs! (and maybe some Duke3D?)
Thanks for the welcome! I've been lurking the SDA boards the past couple weeks, and the community here seems to be awesome!
Manhattan Project is a pretty fun game to speedrun :), but I don't plan on doing IL speedruns for every level (I'll probably only do IL speedruns on levels that I enjoy playing the most). I may try to do a full game speedrun of Manhattan Project in the future, but no guarantees.
In regards to Duke Nukem 3D, I'll admit that I got quite burnt out from speedrunning that game. I still enjoy playing Duke 3D every now and then as it's one of my favorite games, but speedrunning it isn't nearly as exciting as it used to be for me. Of course, that doesn't mean that I'm entirely done speedrunning Duke 3D. If I were to do PC runs of this game, then I'd mainly do Any% and/or 100S IL speedruns.
@DrJondo, I also look forward to seeing your runs! Keep up the good work.
Created an IRC channel for us: irc.speeddemosarchive.com, channel #duke3d.
Also wanted to note that for Any%, using the DM exit (and quitting the episode after) is faster than killing the boss by a few seconds. You have to press the button through the wall, and it's a bit pixel-perfect. It should be almost consistent though once you practice it.
I think LLCoolDave showed that off at AGDQ one year, I just don't remember which year.
I would argue that using the secret exit wouldn't be legit - seeing as you don't actually 'finish' the episode.
I know you probably should, but the game does load another level, and it's not like Duke doesn't have a 'real' episode ending. I dunno, just my 2 cents.
The current RTA rules disallow using the deathmatch exits as an alternative to killing the boss (the wiki currently states that killing the boss is required). I personally prefer it that way... if desired, we could potentially change that rule though.
The deathmatch exits are mainly used for ILs right now... you could potentially run Episode 2 in an indefinite loop though, if you wanted. Maybe there's a need for a speedgame where one tries to do as many loops in the least amount of time possible (potential additional rule: if you're slower than your last loop, your run is ended?)
Edit: also thanks BlackParrot! That's awesome, I should download an irc client now!
You aren't actually running episode 2 in an infinite loop though, due to the way secret exits are coded you'll eventually end up in e3l1 anyway. It's a bit silly to say the least.
Also impressed the e2l8 skip seems to be actually possible, I've spent quite some time on that level with no success.
Watching that 10:23 video it seems like the major breakthrough has been consistent intermission skips? Not much else seems to have changed since my AGDQ run besides the e3l1/e3l2 route change that, at least at first glance, doesn't really seem to save much time if any at all.
Also, what's up with the 3rd person view? Is there an actual advantage to it or is it just personal preference?