Also, I am a little against the quitting of the first mission, because that also has the objective to change the controls correct? I know it's easier to TAS with the "C-buttons move me" style, but it is time wasted and with tools, you should be expected to create the same amount of precision no matter which controls you use, since you're playing the game frame by frame. (especially with the TAS input plugin, you shouldn't need to change the controls.) but that's in the past, and I guess if it's easier for you, then the end product will come sooner. and who will want to obsolete an entire difficult run just to improve 7 seconds on a change of controls?
I started this second run before Nitsuja released that TAS input plugin (in which it is possible to set the axis' of the control stick seperately). I DID originally plan to wait until I had to pause for the decoder to change, but with the limited input plugin at the time, I would have had to slowdown to kill the first few guards and to accurately shoot the alarm. Even though I could start over and avoid those 7-8 seconds of control switching with the newer plugins, I don't want to think of what doing the first two levels over again would do to my morale on finishing this run. I;ve already done them so many times,,, (the dam to get used to TASing the game, and the facility because of Doak). I wouldn't be able to save more than a few frames over what I've done already on both levels.
And, my idea to shoot the grenades wont work as well as I'd hoped,,, they're just too tiny (and don't even appear on the screen once I've moved so far away). I even managed to get a grenade stuck inside the 3rd gun, but still wasn't able to hit it despite several hours of trying. Though, shooting a grenade thrown at the missile battery isn't a problem, and will facilitate my getting 36. I still MIGHT be able to squeeze a high decimal 35 out of it, but I will have to perfect up to the 3rd gun, and throw the last grenade from further away.
So, give me a few days to try and perfect the runway. When I get to surface, I'll aim for a 1:47 or 1:48. My 1:50 from the test run had pretty much optimal lines, but no good boosts. Going in front of the first hut will be a slower line to the grenade launcher and key, but I'll alert more guards and will get boosts on the way there to make up for, and surpass the time lost. And I'll try making some noise in other parts of the level to attract more guards.
(I might as well keep planning ahead while I'm at it, for reference and morale...)
Bunker I will try for 1:03. If I can get Boris to run right into the mainframe room this should be feasable. Lower would be possible with 2.3 control style, but enabling a second controller on this movie file causes it to desync. I can't improve the running part of this level much from what I had before, my lower time will depend heavily on Boris manipulation.
For Silo, I set the bar pretty high in my test run. I'll be satisfied to tie my 1:18, but I might be able to cut a second or two with a better door for the second fuel room. This would be done by cutting the cinema earlier (thus catching the first fuel room when the guard enters, rather than exits), and might put the patrolling guard closer to the second fuel room door when I get up there. I'll try to match the style and entertainment from the previous run too.
I'll settle for WR or better on Frigate. The hostages clearly love men, and I don't see why I should spend months manipulating them to complete the 0:57 I was able to fail.
Not entirely sure of what time I should predict for Surface 2, but it will be well below the current WR. I plan on strafing towards the left at first, getting the far cameras as soon as I can, then going and getting the key from the hut and finishing the level as normal, as the key and satellite building are on the opposite side of the map. A ridiculous mine throw and killer door warp will top everything off.
Bunker 2 will be an interesting level as it's more freeroaming than "run to the end of the level". Under 50 is possible, I'll be aiming for that, and probably study Miika's TAS of the level for ideas.
While Statue will likely be a boring level, I'll be beating the WR by several seconds. Frame perfect Valentin strafing and the earliest possible Trev shot alone will save 3-4 seconds from the elite's best time. Some good boosting and optimal strafing might get me another couple seconds. I don't think 2:14 or 2:15 to be unreasonable here.
I don't think I'll be able to beat the WR on Archives. Tying it won't be a problem, but so much of the level is Miskin's dialogue that frame-perfecting the rest of it might not get me a second ahead of the 0:55 WR.
I'll beat the WR on Streets from optimal Valentin strafing and boosting. 1:53-1:55 range I think.
The 0:50 Depot WR is probably the hardest one to get and a very impressive time for the level. I might be able to beat it by a second with everything done optimally.
I don't know enough about the Train to say what time I'll get or what I'll do there. It's probably the level I play least in the game.
Jungle will be the Agent WR time or better.
3:59 is what I hope to get on Control. I imagine this will be the funnest level for me to TAS as I have a lot of time to kill halfway through. Expect some of the funnier guard animations, as well as bullethole messages, emptying full clips into dying guards etc.
Mid to High 1:30 range for Caverns...
And 0:33 or, maybe, 0:34 for the Cradle (which is the Agent WR time if I'm not mistaken.)
If I do the extra levels as a supplement to be published along the run of beating the game, I'll get a low 1:30 on Aztec and 0:45 or 0:46 on Egypt.
I also plan to showcase as much of the games weaponary as possible, if not all of it. Also, in levels where I pick up two pairs of different weapons, I'll set up a mixed pair of weapons for coolness factor.
As for my immediate plans, I'm going out for a cigarette.