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scratch that, i think it may actually be mass thors, though you'd obviously need tons of gas and be building units while the structures go up, but they're 6 supply in 60 seconds i think as opposed to the 6 supply in 75 seconds of vultures and medics.  though the resources required and the way they build may not make them feasible.
Wiggle wiggle
Quote from wfp:
scratch that, i think it may actually be mass thors, though you'd obviously need tons of gas and be building units while the structures go up, but they're 6 supply in 60 seconds i think as opposed to the 6 supply in 75 seconds of vultures and medics.  though the resources required and the way they build may not make them feasible.

Don't underestimate how many resources those nukes/spectres take. You need 4 nukes on Normal, and might need more on Brutal, I haven't checked. That's 400/400, not including the spectres/ghosts.
i realize that.  crazy gas intensive, but with unlimited resources and all tech paths available, thors would be the fastest, question is if you have the resources to get there or if you'd reach 100 supply faster with something slower considering your limited tech options at the start of the mission.

also based on hyperbole's run on page 19, you should reach the 100 supply before the factory drop pod lands, thus making it irrelevant.
Thor only has a a 0.2supply/s rate when using tech reactors ... without it medics win at 0.17 with gas / vultures 0.16 without gas.
Gates of Hell 5:14 quite laggy but still best I got today Sad

4:30 is possible with save/load using this strategy + nukeskip.
Dont destroy all 3 nydus worms in the transmission because it will break the victory trigger - kill 2 and misaim the 4th nuke slightly to let the last one survive at 250hp. This is ~15 seconds faster than 4 nukes after transmission.
hmm, gates of hell looked a little slow without the cutscene nukes trick ... though it sounds extremely difficult to pull off.  what's the strat for taking down the 250hp nydus? does stun affect them (or snipe for that matter)?  i agree that sub5 looks possible.  4:30'd be quite impressive.
I was wondering what you use to record and at what resolution you play the game (with what settings).

Also, does anyone know why you sometimes do not see the mouse cursor? (like with PoC's video's)
There are vids there that do show the cursor and others that don't. Obviously it is there otherwise it would be difficult to play, but somehow it's not always recorded.

Also, keep up this good work! Cheesy
New plan: use 3 nukes (500 hp left) + 3*psionic lash 3*200 dmg. -> 250/250 minerals/vesp & 48 seconds in the barracks for 2 medics + 150 minerals left to spend. Should allow for even faster runs.
1920*1080 all ultra (unit portraits 2d because currently 3d is buggy and lags out the game)
Many recording tools have an option to hide/show cursor.
I used xfire to record the missions - sadly it doesnt encode the data stream enough so my hdd lags out when sc2 wants to load soundfiles for transmissions.
Looking for a better 'freeish' tool to record anyways - maybe ill update my fraps and try that.
Wiggle wiggle
Quote from PoC:
I used xfire to record the missions - sadly it doesnt encode the data stream enough so my hdd lags out when sc2 wants to load soundfiles for transmissions.
Looking for a better 'freeish' tool to record anyways - maybe ill update my fraps and try that.

Fraps worked fine for me, despite my 8800(which sc2 hates with a passion, for some reason). My suggestion is to turn down the resolution and effects(leave textures as is, those aren't too bad for framerate).
Sounds like recording to an external hard drive would solve your problem. With those settings it would probably need to be firewire 800 or eSATA though.
Yeah, a very important and not-commonly-known fact about FRAPS et al - a raw 1080p recording saturates a platter drive, completely. It's important when recording 720p or above to record to a separate drive from the OS/application drive, or use a relatively good SSD. A normal platter hard drive just can't keep up with both the game and the recording.

Gates of Hell 4:41 including a nukeskip - I messed up my nuke timing so I had to restart the last 4 vultures costing me >15 seconds. Could have just nuked after the transmission for the same result Sad
4:10 is possible - go ahead and record it.
stuff I build: 1* techlab 1* medic 14* scv 16* vulture 3* ghost 3* nuke 2* factory 2* reactor: there are enough minerals left over close to the end to train another 2 scvs to make up for 2 supply lost without actually losing any time.
48 supply required : any better build order? (48 assumes 3 ghosts)

Gates of Hell 4:04 =]
Started almost 2 seconds late. The following ~6s lag is actually not too bad because it actually allowed me to catch up - but still the important first clicks are delayed and thats what counts Sad
Usual initial orders: ctrl click worker(way faster than dragselect!) send on mineral patch, click bunker and press sell-hotkey, click marine hold shift click minimap just above the current cam and then another click slightly to the left of the first click. After that you have about 8 seconds to move the 4 other units to start collecting the rest -> then start 2xfactory & 1xshadow ops & train workers & mule.

Last vultures delayed by 1s to train them at 3:20 so I can nuke at 3:32. Without this delay its way harder to get the timing right.
Maybe another second lost at the end but 4:04 is still a good time for the current build order.

For different strats: there is one additional mineral pick-up but it will cost you a unit to get it so its a trade 100 minerals vs 50minerals+training time and there is a lot of unused vespene at least another 500.
Hey dude, nice runs but the lag is a little annoying. Tried turning down a couple graphic settings? (3D portraits off might help a fair bit)
Don't think!  feeeeeal
Ya, turn everything to lowest, I like that look better anyway, less glitter, and things are more clear

I want to work on one of these levels someday, got any in mind that seem to have a lot of creative solution potential?
Any mission that is not timed.
As far as I know Shatter the Sky and has no brutal speedrun strategy at all yet.
But many speedruns for missions can be improved if you have a good idea or you can replay the already existing strategy with less mistakes.
Wiggle wiggle
Quote from PoC:
As far as I know Shatter the Sky and has no brutal speedrun strategy at all yet.

It also lacks fancy strategies like abusing drop pods(I couldn't find a good way to do this, given the sheer number of troops/defenses at most towers). Here's my Normal any% run of it, if you want some ideas:
Quote from Spider-Waffle:
I want to work on one of these levels someday, got any in mind that seem to have a lot of creative solution potential?

I feel the missions with the most creative potential (specifically involving nukes and drop pods) are "Engine of Destruction" (probably my least favorite mission in the game) as I believe the victory conditions relate to how many enemy command centers have been destroyed and not the Odin's progress (but this would need to be double checked -- either way the progress of the Odin is dependent on your own interactions moreso than an internal clock like train robbery or evacuation).

Alternatively "Haven's Fall," which has a similar destroy these buildings=win structure to EoD with the catch being the sprawling layout of the map.  likewise, improvements could probably be made to "Media Blitz," but damn is the raven ai irritating on brutal.
I must say I find the lag in some videos also pretty annoying and was thinking, what is SDA's stance on this as they also long for good video 'watchability'.

I'm really thinking about also practising some levels.
I was experimenting with recording and it seems I can record lagless (on a different hard drive) with 30fps (1920x1080). Was wondering if 30fps would be good enough, but I think for these kind of games it would suffice.
Quote from wfp:
"Engine of Destruction" (probably my least favorite mission in the game) as I believe the victory conditions relate to how many enemy command centers have been destroyed and not the Odin's progress

Trigger says: You have to destroy all "prevent defeat" units (=buildings) for every base to win the mission.
Maybe you can destroy the last 1+ bases while Odin destroys the rest.
Quote from PoC:
Quote from wfp:
"Engine of Destruction" (probably my least favorite mission in the game) as I believe the victory conditions relate to how many enemy command centers have been destroyed and not the Odin's progress

Trigger says: You have to destroy all "prevent defeat" units (=buildings) for every base to win the mission.
Maybe you can destroy the last 1+ bases while Odin destroys the rest.

yeah, a full health odin can easily handle the first base on brutal, every subsequent base will kill the odin if you don't also send support.  i think proper micro of your starting wraiths is probably enough for base two (as there's only one raven providing detection and you have enough recharge time for full cloak) , but everything after that basically results in my saying this mission sucks and giving up on anything remotely cool.  if it's possible to prevent the other bases from mounting counter-attacks/attack waves and pre-emptively kill off the major issues to the odin with ghosts/spectres as it advances this mission could be cake.  i just have no idea how to do it.
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Not a problem though, is it? As long as no way is found to get the mission done faster than intended, it's not speedrunnable, and noone has to run it. I don't know how current rulesets handle it, but it would be stupid to force someone to sit through half an hour of All In when all you can do is sit through the timer. I wouldn't watch that for sure.

Btw.: Not only Shatter the Sky. The only speedrun for Piercing the Shroud is not made here, and Belly of the Beast has not seen any attention at all (though I did test some things on that mission).
i feel all in needs to be run for a complete campaign run through to prove it was beaten, the same goes for mission 3.  the other timed missions (notably evacuation and train robbery and to a lesser extent the dig (which is a campaign mission anyway) and engine of destruction) aren't completely dependent on time as there's an event after the timer runs out that affects the time (the last train on train robbery) or the mission can be otherwise be sped up through other means (destroying transports on evacuation/plus i don't think the timer starts until you reach hanson's base).  but these runs will obviously only be seconds off a more casual playthrough and therefore not particularly impressive (yet likely necessary to submit per sda's submission rules).

i think there's a way to obliterate EoD (but don't have many ideas) and likewise a run of the dig on brutal where you never move the drill off the temple would actually be quite difficult (though still probably boring to watch, shame there's no way to kill the enemy bases fast enough to trigger that win condition).  personally i'd love to see a run of belly of the beast, it just hasn't received as much attention as shatter the sky as sts can clearly be run faster.
Don't think!  feeeeeal
So EoD it seems a lot of people think needs some break-through strat, no?
Wiggle wiggle
For levels that can't be sped up, I'd say they should be included for a complete run(as otherwise, it's not really complete, you left out a few holes). Compare the last Night Elf mission in Warcraft3 Vanilla, it was included for completeness' sake, despite being unable to speed it up by any means. For IL levels, I wouldn't require them to be included to have a "full" IL table, for reasons elaborated above.

For EoD, my thought would be to send minimal support for the Odin on the first couple of bases, and concentrate your troops on the later ones. That way, the Odin clears out the early stuff for you, while you get the later ones(compared to trying to rush the Odin through their bases AFAP, which seems slower). My initial thoughts lean towards a Diamondback/Viking mix, though that would require actual testing to see if it's as fast as I think it would be.
During some engine of destruction runs it happened once that odin immidiatly ran to the second base. maybe it was because one of those mm balls pulled him "in front" of his trigger location, couldn't really replicate it nor didn't try really. Just saying.