Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Frigate is done. Youtube link for the lazy. There is a long-ish wait time at the end of the level, some very key manipulation takes place here. While setting the hostages initial path is easy enough, at this point in the level I'm near the escape points of three of them, and if they see me while escaping they don't. This is why I hang out in the Bridge for some time. I opened two doors here so hostages wouldn't have to, this saved a little time. I had to wait to open the second door, otherwise the first hostage to escape sees me, and doesn't. The last pause is slow to get a guard to do his rolling animation, so the hostage I just freed on the bridge doesn't get stuck. I had originally wanted to shoot a picture or message into the side of the ship during the final wait period, but this was not possible as I had to look at a very specific angle to get the final hostage to escape when he was supposed to. For the record, the speed of this run before the waiting/manipulation is good enough for a 0:56 fail. Feedback is welcome, but unless I missed something really obvious I don't think I'll try to improve this. Any ideas for the next level before I get to work on it?
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Nice job dude! Looks really fast. I can't wait next stage ;)
Current Projects: ???
Active player (302)
Joined: 9/2/2006
Posts: 504
AWesome work there! I can't really give any criticism since i don't know exactly how you did the manipulation but i'm sure the run is as good as it gets :) So Surface next, I think major time can be saved here compared to wr. First of all, As far shot as possible on first cam(obviously). Then go in a straight line to 3rd cam, right strafe preferably since you want to shoot the 2nd cam through the hut walls while strafing. If you wanna be really insane, manipulate a nade in beginning and use it blow up 4th cam from outside the building while strafing to 3rd cam(I just got this off my mind, never tried it on console, might not even be possible). And then manipulate a second one on way back from 3rd cam and use for radio. Otherwise, shoot 4th cam through window strat after blowing up radio. Rest is obvious i guess. It MIGHT be possible to use your second nade and throw it from the back of the radio building, through trees to the 3rd cam and save some major time. However, you wouldnt be able to get a second nade i think unless you got both in beginning. I would estimate a time around sub 1:20 for the first strat.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Looking good.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Was it just me, or was the youtube vid insanely crisp quality for a youtube upload? Good stuff.
Homepage ☣ Retired
Banned User
Joined: 5/11/2004
Posts: 1049
Nades thrown through the trees go into a parallel universe and don't interact with anything in the real universe. You might be able to shoot through the trees though, but it is extremely hard to hit the camera if it's possible.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
that frigate 1:08 looks impressive but with lucky hostages someone could get that time on console. the last hostage you saved doesn't need to be saved.
Active player (302)
Joined: 9/2/2006
Posts: 504
Actually he does since he's the fastest hostage, meaning he'll still escape faster than the 2nd one.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
The reason this level is taking so long, is that for the first camera I have to be a certain distance to it and no further away, or the shot goes right through the camera. Finding this radius is taking awhile. I found the most ideal place to shoot it, but it's outside of that radius and the bullet goes right through where the camera should be.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Active player (302)
Joined: 9/2/2006
Posts: 504
Wow that was insane. I'm sure viewers who aren't eliter's are gonna think like: What the hell just happend?? Aweseome job man! Too bad about that backboost though, i guess that was unavoidable? So bunker next...I guess there aren't so many strat opportunities here. The tricky part is to lure the clipboard guy so that he is in a good position for a kill later. Otherwise it's easy enough to simply pwn all cameras and guards. You could consider setting off the alarm somehow? I'm not sure if it's possible with the speed of a TAS but that could make the glass door in the end opened for you?
Joined: 1/18/2007
Posts: 10
Looks good. I really liked the manipulation of the grenade drop chances. Very very awsome.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
I didn't feel like starting Bunker the 2nd, so here's some Aztec.
Joined: 8/9/2004
Posts: 139
Location: Washington State
you know why i love you tempest? because you don't lallygag around. you deliver, sir!
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Just call me JacK like everyone else does, Ersatz : P
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
These are wicked! I'm glad to see you're progressing through this at such an amazing rate. Have you considered a single-segment run, or are you still planning the levels individually?
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
SaxxonPike wrote:
These are wicked! I'm glad to see you're progressing through this at such an amazing rate. Have you considered a single-segment run, or are you still planning the levels individually?
00 Agent levels are all from the run. I'm redoing the last third of Surface two, Brandon Sanford's idea to shoot the last cam through the satelitte tower window is faster than using the grenade. This way, I don't have to get the third grenade either, and lose time there from breaking strafe and getting that nasty sideboost. Then I'll start a bit of Bunker 2 before I go to bed.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Former player
Joined: 8/20/2005
Posts: 643
Location: Mikkeli,Finland
Nice job!
Current Projects: ???
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Good work. Poor Jaws.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
when/if you do asstech 00 agent, don't forget to do the pause trick to speed up the hand animation. just press start several times when waiting for the guards. just saying cuz you didn't do it in the agent.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
nfq wrote:
when/if you do asstech 00 agent, don't forget to do the pause trick to speed up the hand animation. just press start several times when waiting for the guards. just saying cuz you didn't do it in the agent.
I did it twice standing on the MF, but yeah I suppose I could've done it 2/3 times more while hiding. What I'd really be interested in is finding out how to get one guard to open the door, Graham Maddocks (gragz at the elite) had an idea to stand in front of the glass and fire the AR33 through a closed MF at the one guard just standing there- this works, you can lure him to the door this way. Only need to figure out how to make him open it, that's a potential, close to ten seconds which could be saved. I'm working on B2 right now, in terms of luck manipulation there's only two guards I need to get closer to myself. I'm gonna go ahead and do a test run, then post it and see if the combined minds of here and the-elite can spot any potential improvement. I should easily break 50 secs with the test route I'm planning, I think.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Test run. I lose about seven seconds from accidentally luring the safe key guy, and about half a second from luring clipboard guy too well. For clipboard guy, using the Klobb in the VCR room and the vent shaft should stop him from hearing the KF7 and running way up to where he does. For safe key guy, I'm considering killing him in the room on the strafe, and manipulating the key to drop in a good position, if I can't find a way to lure clipboard guy and not lure him. I know firing a lot of guns in the hallway after the document can lure him normally, but he's too far away to hear at that point in the test run. Any other improvements anyone can see?
Skilled player (1653)
Joined: 7/25/2007
Posts: 299
Location: UK
Looking good, you're covering this game pretty quickly.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Bunker 2 done for Good. Thanks to all the guys at the elite forum who brainstormed ideas with me. Starting Statue on sunday. EDIT: Forgot m64 file.