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I didn't find anything with search so I think it's ok to start a new thread. Ages ago I was reading Unreal forums and people there talked about  running through Unreal in unreal skill, using only the dispersion pistol and taking no hits at all.

That's something I would like to see. Of course demos will take a long time I guess...
Thread title:  
Semi-retired FPS expert
As far as I know this is the wrong place for runs like that.
There was some talk some time ago about an unreal difficulty run, but not a no-hit low% unreal difficulty run. I think you'll have to look for those elsewhere.
Quote:
I didn't find anything with search so I think it's ok to start a new thread. Ages ago I was reading Unreal forums and people there talked about  running through Unreal in unreal skill, using only the dispersion pistol and taking no hits at all. 


Yeah.  A run that puts some sort of arbitrary limitation that the player makes up (I.E. using only the pistol in this case) wouldn't be accepted because people can make up dozens of categories for a game by just not using this weapon or this move or this strategy.  I think the only run on this site that is anything similar to the run you described would be the "Low %" knife run for the original Resident Evil.  But anyways, the player is going to pick up all these weapons anyways, they might as well make use of them.
I think it would just kill someone who try to do that. I mean, doing a level without getting hit and with the Dispersion Pistol only, the player will just yell, specially at the end. Also it's pointless >_>
Semi-retired FPS expert
It could be interesting if not engaging in fights is possible AND the fastest way. Doesn't work for the "bosses" though.
On easy it's easy to avoid everything except the boss, but on Unreal... ouch, that's another thing.
I still own the original Unreal but I cant install it anymore since I have WinXP. I would love to see a run like that, but on this site they do whatever it takes to be overall fastest, so I dont think it would be uploaded.
dispersion gun + dmg amplifier will kill ALL enemies with one hit (i dont know if this "bug" was fixed with a patch, never updated unreal)
But without rocketjumps it won´t look as entertaining as the "all weaps" speedrun
Edit history:
CannibalBob: 2005-12-11 02:12:41 am
I think SDA's rules are simply that if you own the game, you can do any trick you can, as long as it is with the original game, no edits, no mods, etc.

This way, if someone wants to beat it, all they need is the game (plus probably patches or expansion packs).

So, any bug exploits in the game are good to go, because anyone can do them: it's a part of the game.  Same with weapons or anything of that nature.

You see a lot of other types of runs, like 100% runs, where all enemies are killed and secrets found, or backwards runs where they go through the game *backwards*.  These are for Quake, BTW.  This is just because the runs are so popular that people wanted to add nice twists.

Now what I'd love to see is a coop very-hard difficulty run for Unreal.  It'd be really, really sweet to see cooperative rocket jumps and other sweet tricks of that nature.  Of course, done as fast as possible, probably would be faster than normal single player, cus there are more tricks to get you to different places.
Quote:
dispersion gun + dmg amplifier will kill ALL enemies with one hit (i dont know if this "bug" was fixed with a patch, never updated unreal)
But without rocketjumps it won´t look as entertaining as the "all weaps" speedrun


Yeah, that bug is fixed in later patches, so a clear distinction between the version used for the run would have to be made (or earlier/later versions would need to be banned).
Edit history:
Allantois: 2005-12-11 04:08:06 pm
The Unreal Authority.
no wonder people told me to use the dispersion/amp combo in my run. They were thinking of the original version of the game. I tried that tactic and it was much slower then using normal weapons on the bosses in the later versions. However, about a month ago I was redoing my easy run of unreal and was down about 2-2.5 minutes after 30 levels or so (estimate) but then deleted everything when I realized that I was recording at like 400kbps, which looked really bad. So, anyone who is interested there defintaley IS a potential to significantly improve my unreal run.


Also, Cannibal, I was thinking about a coop run as well. That would be too cool. Unfortunatley, Noone I know plays the game well or has the time and motivation to dedicate to it.
Edit history:
slYnki: 2005-12-11 04:50:32 pm
XXY
I'm going to work to improve your run (but doubtfully ;D) in the future, because I have one solid technique that will drop the time monumentally. I need the game again, and I'll need to play through it again, so it'd probably be a long time before you see a new Unreal run.

My solid technique is the same thing the Unreal Tournament Assault runners use: frogjumping. I never learned how to do it, but I want to learn, then apply it in Unreal. Although, I think it requires a script to do properly, and I can't remember if Unreal will allow a script, which is to say if it has a console or not. Because if it does, then it'd be possible. Just need to figure out the correct script (which I could just ask my dear friend Maximus for ::))

It's basically keeping the speed of your initial boost (whatever it is). So if you rocket boost, you can keep the speed of that rocket boost down a huge straight away for awhile. That was my thinking anyways.

I had a theoretical 30 second to 1 minute improvement off your run, possibly more, but I dunno. You have about 2 minutes off, and I'm not sure how much time frogjumping would knock off (if it's possible). My guess would be around 6 minutes, but that's a LONG shot.

I'll see what I can do with the game when I get it though ^_^;

It'd be good to discuss possible improvements, and possible new routes before I actually tackle the game. Just theoretical stuff.