Joined: 11/26/2005
Posts: 285
It seemed nicely optimized, but I don't play Duke Nukem, and it was too quick to really be enjoyable for me. Still, good job.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Woah, that was one of the most masterful speedruns I've ever seen. Easily on par with recent QdQ projects. Even having played the game I was hardly able to decipher your actions (but at least it was 26 fps, not 16 as in the N64 version). Damn cool. Btw, why is this topic not in "speedrun competitions" forum?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
moozooh wrote:
Btw, why is this topic not in "speedrun competitions" forum?
I posted the older videos to this forum about a year ago, so I just assumed I had selected the proper ones :)
Joined: 6/9/2004
Posts: 40
Location: Calgary
It was fairly entertaining, though I'm not sure why you kept swapping difficulties through different levels.
Joined: 7/7/2007
Posts: 4
Fuzzmosis wrote:
It was fairly entertaining, though I'm not sure why you kept swapping difficulties through different levels.
That's because we played in the difficulty which the level could be done faster. For example, Fahrenheit (Episode 3, level 7) was played in Let's rock, due to the fact that you can use the pig to avoid getting blue key. Thanks for the comments to everyone :)
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
By any chance will a continous speedrun be done like Pushapon's one. Segmented, but where items and health carry over to the next level.
Joined: 7/7/2007
Posts: 4
AKA wrote:
By any chance will a continous speedrun be done like Pushapon's one. Segmented, but where items and health carry over to the next level.
Hmmm, that would be pretty interesting, since it'd be possible to shave off a lot of time carrying items from previous levels (like jetpack), but I don't know if it's possible to do that on DOS version. Hmmm... you gave me an idea though. I'll talk with JLennox first ;)
Joined: 3/3/2007
Posts: 41
Heh, I didn't think you could activate the NukeButton at the end of Red Light District. Great stuff, all around! For those interested, I did a few runs of Duke Nukem 3D usermaps a few months back, myself, and videos of them are available on my YouTube page. Links to .DMO versions are included in the video descriptions. Note that they were all done on Come Get Some difficulty. I recently did a few I've yet to make videos of: an improvement on CAN.MAP (by Zagor), and runs for BETAONE.MAP, ANSLEM.MAP (both by Robert Travis,) and BALLROOM.MAP (by Jason Bredhauer). I hope to get them up soon.
- The Green Herring
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
The Green Herring wrote:
Heh, I didn't think you could activate the NukeButton at the end of Red Light District.
That was a last minute addition. AKA found that glitch about a week before we were set to release the video and Fernito shaved 4 seconds off with it. I don't really know the user maps too well, but your runs looked very good.
Joined: 3/3/2007
Posts: 41
Hoe wrote:
The Green Herring wrote:
Heh, I didn't think you could activate the NukeButton at the end of Red Light District.
That was a last minute addition. AKA found that glitch about a week before we were set to release the video and Fernito shaved 4 seconds off with it.
When I tried this glitch out, I managed to pull it off once. However, I haven't been able to replicate it since then. How'd you do that?
- The Green Herring
Joined: 7/7/2007
Posts: 4
The Green Herring wrote:
Hoe wrote:
The Green Herring wrote:
Heh, I didn't think you could activate the NukeButton at the end of Red Light District.
That was a last minute addition. AKA found that glitch about a week before we were set to release the video and Fernito shaved 4 seconds off with it.
When I tried this glitch out, I managed to pull it off once. However, I haven't been able to replicate it since then. How'd you do that?
It's very difficult to do. That run resulted after lots of tries. I must say it was luck :)
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Its not really luck you just need to be at a very precise distance and angle on either side of the switch, the best way to do it is to go right agaisnt the wall without covering the switch with Duke's body and madly thrash the action button while while making small left and right turns.
Joined: 7/7/2007
Posts: 4
AKA wrote:
Its not really luck you just need to be at a very precise distance and angle on either side of the switch, the best way to do it is to go right agaisnt the wall without covering the switch with Duke's body and madly thrash the action button while while making small left and right turns.
Yes, you're right :) I meant that you must be lucky on the part where you have to crazily press the open button. The rest is just as AKA said ;)
Joined: 3/3/2007
Posts: 41
Question... I'm going to make videos of the runs I mentioned today, but I have a concern. On BALLROOM.MAP, there are a few places in the level with demo cameras, which disrupt the flow of the action and prevent you from seeing the entire run from the first-person view. How do you get rid of these without causing the demo to desync? I want to know so I can do so for the video version... Thanks in advance! EDIT: In the meanwhile, the other videos are now up. Same URL as before. The .DMO version links can be found in the video descriptions; the BALLROOM.MAP demo, BLRM-045.DMO, can be downloaded here.
- The Green Herring