Sure, everyone is welcome. The more people there is to run, we will complete Phase 1 much quicker. 243 seconds seems slow, but try this:
type demoui in console and load up your demo. Start the playback and at the end of the playback, check what time does it show. Estimated time for current map: 165s
I don’t like the idea of making a run in phases. Seems like a lot of unnecessary work.
I’d rather figure out the best route for each map and set up a plan, preferably planning-sheet to not mess anything up.
I like the idea of a first and second phase. What if you x amount of maps later realize you actually should have picked up an smg nade to boost somewhere? Then it’s too late, unless you want to go back and re-do all the maps in between again.
I agree, I never liked the idea of making phases either. Let’s just run through the maps fast and not worry about getting the best time. Probably be a good idea to make a phase 1 thread if you want to go through with it, that way we can cut down on thread pollution.
This is my idea of a phase 1 run. Just finding routes and styles, and not minding the times we get. The reason we haven’t moved on with this map is because we still don’t know what style is faster (slowing down the abh, or wallclimbing over the blockers). I still think wallclimbing over them is faster, but because no one else seems to be trying both styles to actually find what’s better, I’m trying it myself and that takes time.
We could ofc ignore small details like that now, and just focus on them during the actual run, but we’d still have to find it out sooner or later. I’d be fine either way.
But I still like the idea of having a Phase 1 run, Phase 1 being defined as you put it “just run through the maps fast and not worry about getting the best time.”. That was my intention all along. I don’t care about times in these segments. I just care about finding what’s actually the fastest way to clear them, and for that you sometimes need times to compare.
This is what we need to do. Run in phases just to find routes. Also, putting up a deadline for each map may be a bad idea. That way we would complete Phase 1 in a year or something xd. For now, lets just record best routes without carring about the time. Turreu already has canals route, so I dont think that will take much time
First phase should just be a route. Minor details which don’t carry over into other segments like the slowABH-vs-wallclimb shouldn’t really matter as much now.
It’s more that you need to know what to pick up. I done a small single segment run once few weeks ago, only to find out that I had no RPG when I got to nova prospekt, ending my run prematurely. While this is an utmost extreme example which only happens to me, igge already provided a better one about the grenade.
We should just get our first segment demo done today so we can move on. There’s nothing that carries over into the next segments anyway.
Well, the existence of a deadline doesn’t mean a map can’t be completed earlier. If everyone agrees to move on with a demo you post on the first day of running a map, that’s great. But at least a deadline ensures constant progress, that is, of course, when there already is a demo of the current map.
Just start playing the next map. Fuck saves and demos; we know the route and we don’t need anything else really. Just make your own save for the next map now, and start fiddeling with tricks and styles for that one. Problem solved.
You misunderstood my point. If you know the route, you set up the plan accordingly. So you put in the plan that you need a grenade picked up earlier.
It might happen that you find a better style later on as you said. But then you’re fucked either you did a phase 1 or not.
What I meant was unnecessary is running full maps and compile into video (thinking of ep1phase1). When it would have been enough to test fastest route of a minor part of the map and/or figure out minimum healthloss ect.
When you enter the booth where you get locked up and need to wait for barney, there is a door leading to the train yard. As soon as that door is closed, the segment ends (since this is one of the few visuals that we could think off to make sure we all end the seggy at the same time and place.)
And the teleportation is pretty random, which I think should get it’s own segment.
Doesn’t make sense to me. Stuff you do in a spawn area can result in a shorter time, even though you couldn’t leave it earlier.
I would like to do it in two segments too. Imagine if you get super awesome abh and maybe getting over the maze, but then screwing up at teleporting? Yeah, we both know that feeling I guess xd
If this is the case, then I’m just going to make it a little easier by changing the save to the doors right before they open. I got the demo for the intro up to that part, so don’t worry.
Because it’s frustrating having to take a ~20 second train ride every time you mess up: New Save.
Oh and look what I found for the first fence. Don’t know if it’s any faster than just going through the gate, but it seems damn impressive if we could continue an ABH from it into the hall.
And also, can any of you guys get Barney to teleport with a suitcase or a cardboard box? Because I couldn’t, and those are the only things to use other than having the stun guard break the table.