Me and Muona did 2 improvements. One was the Sabotage level, which used to be 2:19 but now is improved to 1:46. That's 23 seconds better. A bit less than I thought it could be, but 23 seconds is a very good improvement in my opinion.
The other improvement was the simple yet tricky Sanctuary Garden, which is now improved from 2:01 to 1:58. That's 3 seconds better. Not a lot, but still a bit better, also giving us the chance to run the next levels in line. They, of course, are the Sanctuary Hall, Sanctuary Crypt, and Sanctuary Cliff. I also found an improvement in Sanctuary Hall. When you come to the room with the big statue (the one where you're supposed to attach the statue part to), you can jump on the rail from the stairs at the door, and then drop down onto the statue, losing 8 HP. Sadly we haven't recorded that yet. It might be delayed a bit, but in the mean time I hope we (or you) come up with better routes / strategies.
One more improvement was found by Muona in the Quay 33 level. It's a very basic shortcut that we had missed on the latest attempt. We didn't get this one on tape perfectly either. Yet, that is.
The loading times in computer game speed runs are not counted in the level time, right? In that case the loading time in the very first level, Brighton Beach, is not counted as all, speeding the run up by one second The time should in Brighton Beach be 3:11 instead of 3:12 Check the route on page 3 in case you're interested. I'll update that as well.
If I have time in the coming mornings, I'll upload levels to YouTube so you can see them. Tomorrow morning I'll probably send the first submarine level, since it's the shortest
I uploaded the submarine level to YouTube. Check the very first post.
edit: now uploading Canyon 1 and compressing Canyon 2 to be sent.
edit 2: Canyon 1 is up now, I'm sending in Canyon 2.
edit 3: Canyon 2 is up now, I'm sending in SSH1 Final.
edit 4: SSH1 is also up.
edit 5: Now I'm sending in SSH1 Base Admission
edit 6: SSH1 Base Admission is also up. The next one will be Brighton Beach.
edit 7: Brighton Beach is now up, and I'm going to work. I'll post some more segments tomorrow morning. Who knows, maybe I can get the whole run to YouTube if I have time. Please comment on the segments! Oh, and could someone teach me how to make the links nicer. Like, instead of showing the address as the link for the address, I could use the level's name as the link for the address. Is that confusing? Like
<a href="address here">Link text</a> or can that be done here?
I redid SSH1 Final, since I noticed that last time I got in front of Jones. She's solid now :O I managed to shave off 3 seconds. Or 2. Anyway, I'll upload it soon.
edit: it's up now, but I think I'll try to redo that once again. I noticed one thing that can maybe be done better.
I did it better than before. It saved a few seconds. I think (not sure) the new time is 3:15, so that's 3 seconds. I also found a weird glitch in Winslow Bank. When I jump towards the bomb before the flashback, I spawn inside the wall when the flashback has ended. That will help to save about 2 seconds since I don't have to wait for the bomb to explode and make a hole in the wall, since I already am in the hole... Kind of. I'll probably record that tomorrow.
I'm uploading the 3:15 SSH1 Final to YouTube now, I'll edit this message when it's up.
edit: It's up now. Check the first page for the link.
If I have time and enthusiasm, I'll record the Winslow Bank with the wall glitch this morning. By the way, how are you supposed to do the SSH1 Admission level? I came up with the final glitch since I didn't remember what to do.
I'll submit it when it's ready. Now we're doing a few levels again, since we found stuff that's faster. The list on the first page also lists the levels we still have to redo. There are only 4 left, and we'll try to do them this weekend. No promise, though. Things can always change. And who knows, perhaps we will find more shortcuts. Enjoy the YouTube videos in the mean time.
I uploaded segment 7 to YouTube. Oh, and we'd really appreciate it if someone could comment on the route(s)! Thanks!
Routes are really good. But at some point you kill enemies where it isn't nessecary = waste of time. But still great spec.
Yeah, it's true. I kill some of people that aren't necessary. However, I usually do that while running, so the only thing it wastes is ammo Since if I ran past every enemy, I would be dead before reaching the end of the level (or the next one after that). I kind of try not to make this look too easy It's the easiest difficulty, and running past everything would be very cheap
edit: The Sewage level is up now. edit 2: The long awaited SPADS Camp level is now up, as well. I found improvements in the levels Mac Call and Submarine Base, which means we'll have to redo every level after them to keep continuity. I'll mark the necessary re-dos in the list. There's only 9 left!
[quote]Good runs. Funny scene in the Camp level with (I think it is) number 5 who you can see disappearing ^^quote]
Muona told me (this level is run by him) that the three guys that go in the room with the keycard would often see him when he ran in too fast. They hadn't disappeared yet, and the alarm was triggered off. Then they disappeared, ruining the whole attempt. Kind of lame Did you notice, by the way, that the alarm goes off when the bad guys are in the meeting? It's weird, since it does nothing. It must be an alarm from the first outdoor area in this level or something..
Did you notice, by the way, that the alarm goes off when the bad guys are in the meeting? It's weird, since it does nothing. It must be an alarm from the first outdoor area in this level or something..
Yes wanted to ask you about that ^^ Probably just a body found or something.
Muona re-did his runs of Sanctuary Hall and Sanctuary Crypt, and the whole run was improved by 9 seconds, if I'm not mistaken. I'll check this later on. So Sanctuary Hall: 1:52 (6 seconds better) and Sanctuary Crypt: 2:15 (3 seconds better)
I think this short-term job of mine is coming to an end on Thursday, which means less money for me, but also more progress for the run I'm currently investigating how to kill MacCall with 2 AR grenade shots. I've done that three times, but we haven't got that on tape yet. I think they have both got to be headshots with the grenades themselves. This makes boss fights more interesting. Could it work against the Mongoose? Anyone want to test? Shephard? Now I have to rush back to work. Stay posted.