Released in November 2007, Call of Duty 4: Modern Warfare puts you in the well-worn army boots of various infantry in both the British Special Forces (the SAS) and the United States Marine Corps Force Recon. Thanks to its incredibly cinematic experience and highly-addictive multiplayer modes, COD4 has become a worldwide smash on the Xbox 360, PS3, DS, and PC.
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PC version, regular difficulty 1:38:14 by Sami Reinikainen, done in 48 segments.
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Some facts: The game has only an autosave option for saving and it's compeletely random at some situations. I edited the videos so that sometimes the segments changes are totally invisible to the human eye. I only ran the missions that are currently up in SDA. Also this run is not done in arcade mode which means no annoying cartoon characters floating around constantly. I also recorded the run in 1280x800 resolution so there's real high quality videos available.
Comments mission by mission:
Prologue - 2 segments
There's pretty much nothing in this mission that could speed things up other than killing everyone as fast as possible and that's what I do. I did find a nice little trick at the end. When you have eliminated everyone in the container room and Price goes and examines the container, he doesn't really need to get there to start the dialogue. So what I do is make him stop running by shooting at his feet. I guess the game thinks at this point that he is stuck and starts the dialogue with Gaz as if he was there with him.
Blackout - 3 segments
It really doesn't matter how long you take killing the first enemies. The time it takes Price to open the door to the next area is fixed to a certain point so if you just kill everyone before Price gets there, you're ok. For some reason I take my time killing them. I guess I was just bored. Other than that the mission is straight-forward. Kill enemies to progress faster.
Charlie don't surf - 3 segments
I choose all the fastest possible routes to the tv-station and basically run past enemies so that I don't waste time killing them. This is where I discovered a strange thing. Sometimes it takes Vasquez 30 seconds to get to the station, sometimes 25 or 23 etc. I did about 20 tries before I got a time that I was happy with. Every now and then Vasquez didn't even come to the station and when I ran back to see what had happened, he was shooting happily at some enemies. At situations like this I just hated to speedrun this game, since it kinda wasn't your own fault that you had to start again, it was the game's idiotic AI.
I could have done the tv room fight faster but this was the only fight in the game that made me want to smash my keyboard through my monitor, so once I got it just about right, I left it that way. All in all, just an awful mission.
The Bog - 1 segment
No arguments that this was maybe the hardest mission in the game. I had to do it as a single segment since the game didn't give me any autosaves throughout the mission. Not even once. This made it insanely hard for me since I'm a perfectionist and it was really hard for me to let some slips go and just move on. Here's some stats on the possibility of completing this mission with all the shortcuts I intended to take:
15% of the time I get inside the house at the beginning without being killed.
60% of the time the game bugged so that I couldn't advance further once I got the the machine gun.
70% of the time I get killed by the bunch of enemies at the next alley after the machine gun part.
50% of the time the guy with the Stinger takes too long to run forward and die.
95% of the time when I run away from the tank at the end and try to blow the AA-gun to pieces, the tank gets destroyed for some reason.
This all adds up to some really small odds of getting a solid segment. I don't even want to remember how long it took me to get this time.
Hunted - 6 segments
Maybe my favourite mission in the game. Mainly because of the ending since it's just so freaking hard. In a good way since it's all about the player and there's no npc's screwing things up. Once again the fastest way to the end is to kill everyone as fast as possible. The segment changes in this mission are really visible since I deleted the original files for some reason and all I had left was an early encoded version of the mission where I hadn't noticed those choppy changes.
Death from above - 2 segment
Bad mission for speedrunning. Nothing more to say. One thing: You see the image sharpen alot after about 20 seconds to the mission. I found out that if you fail the mission and the game loads up the closest autosave, the image sharpens for some reason. This is why there's a segment change in the beginning.
War Pig - 1 segment
At the end I have to wait for the allied tank to shoot the enemy tank. This really breaks the speedrunning in this mission. I also noticed that it doesn't matter how fast you get to the point where you have to wait for the tank to be blown apart. Unless you take forever to get there of course.
I did find a way around the enemy tank to the drop zone without dying but the helicopter didn't arrive until the npc's got there also. Sucks.
Death and Awe - 2 segments
Another bad mission for speedrunning.
Safehouse - 2 segments
This mission would normally take a shitload of tries but I found a nice little glitch that makes the level easypeacey. You run straight to the barn where Al'Asad would spawn if you cleared the houses first. This makes Al'Asad to spawn in a different location which is the place I run next. Only hard thing here is the tank near the farm which kills me like 98% of the time.
All Ghillied Up - 2 segments
Speedrunners nightmare, or a wet dream? It started out as a nightmare since you have to wait MacMillan on every freaking corner, but as time passed by and people found new things, the mission turned upsidedown. My first time on the mission was something like 7:20 and I was really happy with it at that time. Now after 6 months, it's 4:27. This is one of those rare missions where you don't need the npc's with you at the finish line to complete the mission. Thank god for that.
At the beginning it's faster to just kill everyone instead of sneaking past them. When I miss a shot when shooting at the guard in the tower and at the guard by the door, it's on purpose. This makes MacMillan alerted and he starts to run and it saves a couple seconds.
The shortcut that saves a shitload of time I thought wasn't possible since I had tried that jump like a thousand times but then I saw a video up on youtube where some guy managed to do it. I was just doing it wrong. (no surprise there) For some reason when you take this shortcut, the enemies at the other side don't even spawn. Makes it even more easier.
One shot One kill - 3 segments
I just hate this mission. The rest of the mission is alright but the ending is awful. There's nothing special in this mission to do. Just kill everyone fast.
Heat - 1 segment
Nothing special about this mission either. I just didn't find ANYTHING that would speed things up at any location.
The Sins of the Father - 8 segments
One of the best missions in the game. You get to really speedrun in this mission. I did find out that you can shoot the "bunkers" down yourself so that you don't need to wait for the helicopter to do so. This saves an enormous amount of time. The verifiers were kind enough to point out a mistake I had earlier that made me lose 30 seconds. (I didn't start the fight manually when you are in the tower. Stupid me).
Ultimatum - 2 segments
My first run through this mission was the fastest that I could ever do. I tried like 30 times again and again but I just couldn't manage to get a better time. Strange. Once again the fastest way is to run past enemies and wait for the npc's to catch on you.
All in - 1 segment
Everyone loves this mission. Took me hundreds of tries to get past the bunch of enemies at the beginning. After that the mission is pretty straightforward, destroy the tanks, wait for the npc's to cut through the wents.
I did try the other route to the missile silos through the left but I got exactly the same time as before. I did destroy the tanks about 30 seconds faster but it took the npc's 30 seconds longer to get to the end and cut the wents. It's just insanely hard to rambo your way through this route and I only tried it twice and both times the npc's didn't come any faster to the ending area.
No Fighting in the War Room - 6 segments
Kill everyone as fast as you can and you will have the fastest time. There's nothing more to it.
Game over - 2 segment
Bad for speedrunning.
Epilogue - 1 segment
I had a time of 0:53 before I decided to "improve my time". 784 tries and I got it. And for what? A 3 second improvement. Someone slap me.
Total number of segments: 48
On 2011-06-13 Mark Amery submitted an improvement to part 12, the Heat segment. This brought the time down with another 45 seconds from 1:38:59 to 1:38:14.
Mark Amery's comments:
For some reason negoxe did this level terribly and it stood out in a bad way from his otherwise very solid run, so I decided to improve it.
To understand what I do here, you need to understand how the level is scripted, so I will explain all the relevant details.
At the start of the level, as soon as you fire a shot or explode a grenade near the troops advancing up the hill, you trigger this dialogue:
Captain Price: Do it.
*Explosives are set off wiping out the enemies on the hill*
Gaz: Nice shot mate.
Captain Price: Open fire!
Also, a couple of seconds after you get your third kill of the level, the following dialogue, which will play immediately if the previous lines have already been spoken, and will be added to the dialogue queue and play afterwards if they are still in progress, is triggered:
Captain Price: Squad, hold your ground. They think we're a larger force than we really are.
After Gaz says 'Copy', the game again starts counting your kills. Three kills after Gaz says 'Copy', a timer of roughly 34.5 seconds is started, after which begins the dialogue which starts with the line
SAS: They're putting up smokescreens. Mac - you see anything?
After that it's just a script on a fixed timer up until the end of the mortar bombardment, at which point two things happen. First, a bunch of sections of barbed wire get deleted, and the enemies on the slope start moving towards the gaps. Secondly, a new kill counter gets activated, and after six or seven kills the first wave of enemy helicopters spawn in and start moving into position to drop off their troops.
This is a good moment to stop discussing the actual level scipting and instead discuss the stategy I use and why. My first goal is to activate the trigger for killing the third enemy after Gaz says 'Copy' as quickly as possible, to start the countdown to the smokescreens and the mortar bombardment. A theoretical perfect run would do this by triggering the explosives on the hill as soon as possible, then moving forward and getting three kills while the dialogue associated with triggering the explosives goes on, then wait until Gaz says 'Copy' and quickly get three more kills.
The problem with this approach in practice is that if you trigger the explosives early, then unless you have superhuman skills you won't have time to get three kills on the initial wave of enemies before they all get killed by the explosives, and will have to wait for more enemies to spawn in to get the kills needed to trigger Price's "Squad, hold your ground" dialogue.
Instead, I run straight up to the fence at the start of the level and then shoot three enemies once I get there, delaying triggering the explosives enough to give me time to get the kills in. A possible area for improvement in this run is firing the first shot a little earlier to trigger the explosives sooner, making everything subsequently occur that much earlier.
I want to activate the three-kill trigger after Gaz says 'Copy' as quickly as possible, so While Price is giving his "Squad, hold your ground" dialogue, I chuck a couple of grenades. These grenades actually get two kills (though you don't see them very well in the video). This means that the final kill I get with my sniper rifle is actually redundant; I've already hit three kills and activated the trigger by then that starts the 34.5 second timer to the smokescreens going up.
I use those 34.5 seconds to plant a bunch of Claymores at all the spots where the barbed wire will open later. These will kill a whole load of enemies the moment they start advancing after the gaps in the barbed wire appear, immediately spawning in the helicopters.
After that, the mission becomes simpler. There's a fixed delay until the detonators become usable, and as soon as they do, I use them all as quickly as possible. After that the tanks spawn and the Javelin becomes usable, so I immediately head towards the Javelin, saving a little time by leaving the building through the window instead of the door.
Once the final tank is destroyed, a long scripted sequence of dialogue, delays, and aerial bombings begins. A long way in comes the line
Sea Knight Pilot: Bravo Six, The LZ is too hot! We cannot land at the farm! Repeat, we CANNOT land at the farm! We're picking up SAM sites all over these mountains!
The moment this line begins to be spoken, a trigger is created around the landing zone which, once you enter it, will spawn in the Sea Knight.
Basically, then, once I get the Javelin, I destroy the four tanks as quickly as possible, and then after that I make sure I get within the trigger zone to spawn the Sea Knight before the trigger is created, to spawn the Sea Knight at the earliest possible moment.
After that, I luck-manipulate not having any of my teammates take a hit whilst running onto the chopper, which would slow them down and delay our departure. Then the level is over.
Individual-levels run of Xbox 360 Arcade mode in 1:52:32:
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|Crew Expendable||0:06:12||2008-03-03||Andrew Mills|
|Charlie don't Surf||0:07:25||2008-03-27||Andrew Mills|
|The Bog||0:07:25||2008-03-16||Andrew Mills|
|Death from Above||0:09:30||2008-01-27||Andrew Mills|
|War Pig||0:04:25||2008-03-03||Andrew Mills|
|Shock and Awe||0:07:05||2008-03-17||Andrew Mills|
|All Ghillied up||0:04:21||2012-05-30||AJ 'ss4_link' Stainer|
|One Shot, One Kill||0:10:40||2008-03-16||Andrew Mills|
|The Sins of the Father||0:06:30||2008-03-17||Andrew Mills|
|All in||0:02:28||2008-01-27||Andrew Mills|
|No Fighting in the War Room||0:06:53||2008-03-17||Andrew Mills|
|Game Over||0:04:11||2008-01-27||Andrew Mills|
|Mile High Club||0:00:58||2008-01-25||Andrew Mills|
Andrew Mills' comments:
Disregarding the blatant cheap design flaws made all the more apparent when playing on the Veteran difficulty, COD4 simply plays beautifully, and I knew from day one that I'd eventually want to produce a speedrun of this game, which is where we stand today.
I've decided to go with the games normal difficulty level - regular - for my first run (as my time and sanity levels dwindle dramatically when playing Veteran) in a hope to get the proverbial ball running for others to follow. The arcade mode lends itself perfectly to this goal, as it has an in-game timer that decreases from a set time (making timing this game a cinch).
The run is certainly far from optimal, in fact, near the very end of the run (most notably 'Hunted' and 'No Fighting in the War Room'), my life's commitments prevented me from really improving on what you see. But overall, I'm genuinely satisfied with the results I've achieved. And I hope you all are too...
Oh, and if your PC can handle SDA's HQ files, then I honestly recommend you get those. At nearly 2 gigs it's a hefty download, but the quality - IMHO - is simply beautiful. Captured using an RGB capture card with a lossless codec and de-interlaced with mvbob. It's 60fps of pure beauty. I promise you that you won't be disappointed with the HQ version...
General Points to consider:
COD4 has a few obvious 'design choices' shall we say, that are exploitable for speedrunning purposes. Many enemies are created when certain 'trigger points' in the level have yet to be reached (most notable in the TV room on 'Charlie Don't Surf' and on the plane on the 'Mile High Cub'). If you don't pass them quickly enough, then more and more enemies spawn, slowing you down even more.
The trick is to learn where they are and then how you can reach them as quick as possible. For the vast majority of the missions, your colleagues are in fact invincible and possess infinite ammo. So it'd be a real shame not to take advantage of this (as seen on the level 'One Shot One Kill'), as they can speed up past certain sections if you can pass the relevant level trigger points quick enough.
Different weapons affect your running speed, so running with an LMG in your hands will be slower than running with the C4 detonator (which I recommend you do if C4 is available to you on that level). It's not a huge difference, but any is better than none!
And finally, you can sort of 'bunny hop' around levels, which essentially preserves your running stamina for FAR longer, whilst still giving you the momentum and speed as if you were still running. Granted, you don't get any faster, but you CAN get around the levels noticeably faster...
The opening level of the game, and one that really sets the tone and pace for the rest of the game. As far as speedrun strategies are concerned, the real timesavers are:
Standing in front of Captain Price at the first door (to allow a quicker entry),
Running into the door where Gaz pulls out his shotgun for all to admire. This glitch allows you to enter the next room a few seconds quicker.
The upper paths of the next few rooms allow you to take out more enemies than going down face to face with them. This is helped even more by the very useful aim-assistance that the game automatically has enabled. :)
It'd no doubt be quicker to tackle the last 2 rooms by simply flashing near the back end and charging past the enemies (tested on Recruit difficulty).
Interesting fun fact: In the opening helicopter sequence, the SAS member to the right of Captain Price and the pilot behind him has a different name each time you replay the level! My theory is that the names are either those of the design team, or in fact the actual names and ranks of those from the marines who helped IW with the development of the game...
A pretty tight level, even for the length of the segment, but the following timesavers can still be utilised:
You can skip the whole talking section in the field and proceed straight up to the sniping point and take out a few of the guys there while you wait for your colleagues to get their arses into gear and make their way up to you. This gets the alarm bells going quicker, so you can advance the level faster.
Not an optimal fight in the next part (the grenade launcher could have been used better), but other than that, no real extra ways to make up a lot of time here.
The final real timesaver is after you rappel down the wall, if you cut right across the right hand side, straight to the house, you can get the rest of them to the house quicker also.
Quite an interesting level this one, as it contains the infamous TV room fight (which is normally an absolute nightmare on Veteran difficulty if you don't abuse the trigger point I mentioned earlier):
The main route choice here is once you leave the first building you enter. You can head left or right (near the car). Now, in this run I take the right-hand route (which is slower, but easier in most respects). I haven't yet managed to successfully get passed on the left route (even with Flashbangs), but that's not to say it's impossible.
Getting the guys to even enter the TV station can be a challenge in itself. I haven't managed to find the trigger point to make them do it any sooner.
Possible on Recruit (but not tried when this segment was recorded), is once you've entered the main TV building, you can simply run into the server room, then straight to the back of the TV room in an effort to flash and kill the enemies in the corner (the trigger point which you need to reach). Quicker than fighting your way through the server room like me!
Yes, this does indeed sport the same final time as the previous segment! Segment notes:
I shoot the guys in the windows at the start as they have an annoying tendency to blow your face off with an RPG.
As soon as you hear "Good Job" when on the mounted machine gun, jump off it and leg it downstairs, you've done enough.
As soon as the text stating the tanks have been spotted starts, jump out the window and claim the Javelin rocket launcher from your soon to be fallen comrade.
By the flaming dustbin (near the tank) lies a fully ammo'd M4. Use this to max out your ammunition.
Use the auto lock-on facility to snap between the numerous targets surrounding the tank.
This level was the last one that I completed (and yea, it shows). The greenhouse/final section was a complete nightmare to get right and it's stupidly easy to get turned into Swiss cheese here.
I decide to take out the guards by the house through the glass, keeping an eye out for the guard that hides behind the barrel.
If you shoot the chopper in the field, it triggers off the barn door escape sequence sooner.
I really messed up shooting the second dog, and ended up having to snap it's neck.
Flashbangs, crouching (and luck), seem to be the fastest way through the greenhouses to the shed at the end.
On recruit, I later noted it would have been faster to have stayed crouched behind the sandbags opposite the shed. So this strategy should also apply to Regular difficulty.
I mess up the switch to the second stinger missile by accident wasting a further few seconds.
I have it on good authority that it's possible to advance the level faster by simply clearing the enemies quicker (allowing the team on the ground to advance sooner). This isn't initially apparent (as it's an on-rails level), but it's something I'll be looking at when I eventually tackle Veteran difficulty. So as for my run, it's solid, but could be done quicker.
I'm quite proud of the time I achieved for this level. After originally producing a bit of a useless time, I managed to come across a useful glitch (which as luck would have it, was when I wasn't recording)!
I then managed to successfully re-create the glitch (after a couple hours of trying), and this glitch ultimately gets the Marines to reach the door faster (in the backstreet where all the cars are lined up). This chopped a good 30 seconds or so off the final time!
So all-in-all, this is a pretty solid run. Oh, and if anyone wonders why I stare at the ground at the very end, I do that to help speed up the encoding process and in doing so, reduce the segments file-size (less movement to encode).
A bit of a strange level this is. On one hand, it starts off fully on-rails, until you jump out and get into the next helicopter. From there, you have to go and rescue the pilot. As far as time-savers are concerned:
Once you get out of the chopper and run to the building, if you flash them near the entrance, you can sometimes sneak on past them before they even get a chance to enter the building.
As soon as you reach the Marines on the second level of the building, jump down and you can flash the garage in front of you. Then run-n-gun past the enemy in here, taking the right path out to the Chinook.
There's not much more you can do when you have to rescue the pilot. The flashbang was used simply to prevent getting a bullet in the noggin' on the way back to the end of the level.
This was quite a frustrating level to run, due to the sheer number of enemies with shotties and other large death-inducing weaponry. The main things to remember for this level are:
You only need to clear 3 houses in order to get to the barn at the end. This is why I picked the three closest to me.
Thankfully, even though I flashed myself in the second house by the stairs, the aim-assist was a great help as I had a general idea where the bullet-magnets would be at the top of the stairs.
It's quite easy to be killed on the way to the third house. The exploding barrels are a real nightmare, hence why I blew them up myself!
The barn section could be done quicker no doubt, as I lost my bearings a bit there.
The longest segment in the run by far. Thanks to the help of both Grunty and Failurewarning (in the COD4 topic on the SDA forum), I managed to get a minute knocked off my original time.
As far as the run went, apart from taking 3 shots to blow off Zackhaev's arm (which only cost 1 - 2 seconds), the rest went pretty well.
To clear through the first wave of guards by the cars/coaches you need to see which guards MacMillan goes for and take them out quicker, so that way you can both make it to the apartments.
Not the smoothest of killing just after the first set of apartments, but I decided not to drop MacMillan until just before the Ferris Wheel (to take out the two guards).
Seeing as it's on regular, I simply take advantage of MacMillan's invincibility and crouch behind him!
If you can take out the enemies as they come down the ropes from the Chinook's, I reckon it'll help speed up the final part (as I missed a few).
I'm quite pleased with this level as - apart from throwing out the smoke grenades somewhat late - it went pretty smoothly overall. You can definitely cut some time off by using less smoke grenades and using the cover to hit the tanks a bit quicker, although on the higher difficulties, getting back down will be a genuine pain due to the number of enemies running right for you!
Again, another decent run on a rather random level...
The petrol/gas station at the start REALLY needs to be secured with 11:00 on the clock to be in with a decent time.
Keep your ears open for when Griggs (who's up on the tower with you), lets slip a rather naughty swear word (which I reckon might not have been noticed by the censors, as the word is randomly switched between: "Oh S**T!" and "OH F**K!")
I make a giant mess of the end bit when I accidentally got lost and this cost me 7 seconds. To be fair, I DID retry the level for a couple of hours afterwards, but I never got the same quality up to that point. So I've decided to stick with it, regardless of how blatantly lost I got!
Coming into the third - and final - act in the game, this is another level which I am very pleased with...
I used the C4 on the first truck simply for the hell of it as it cost virtually no time and it made me laugh every time I done it.
I stab the guy in the back in the house as Price has a habit of alerting the guard upstairs when he does it (and that just wastes more time).
Once I free Griggs, I run with the detonator (to speed me up) straight to the pylon, saving a massive amount of time.
The next timesaver was a tricky one, as the barrel by the door (near the baddies), has a REAL tendency to ONLY blow up as you pass it (no, seriously). So I took the right hand side of the container and destroyed the barrel as I waited for my health to quickly come back.
I probably should have ignored the dogs and enemies and just ran right past the trucks to speed up the final part. But otherwise, I was very happy with the end result.
Probably one of my most refined levels (after 'All Ghillied Up'), with a final time that is going to be hard to really improve on (at the same difficulty level).
You don't have to plant the C4 on the trucks to take them out with it. Simply set it off as it goes over it.
I throw the smoke grenade as the enemies never seem to come into the smoke or shoot at you whilst you're in it.
The only real time lost was on the last truck, but it was only 5 seconds or so max.
An infamous level on Veteran difficulty, with the many narrow corridors (especially near the very end), proving to be less than funny with regards to how unfair the game can truly be. On Regular, it's not too bad, but it's still very easy to die if you're not careful...
The branching long corridor just after the stairs can be a real pain. I was pretty lucky that I got away with having to reload.
The corridor right after this part is what gets most people killed repeatedly in Veteran difficulty. The fact that there's two routes to choose - with people shooting you from behind - certainly doesn't help. This is shown as even I nearly die on regular difficulty at this part.
I always laugh every time I hear Gaz tell Price that he can try pulling on the door to make it open faster. The retort from Price is also fantastic, and really lends to the characters overall.
I mess up a little in the final room by not killing the guy behind me quick enough, and my finger slipped off the X button when trying to upload the code on the computer.
The next part (on the way to the trucks) was a bit sloppy as my aim sucked a little.
We're nearing the end now, with this rather intense on-rails section.
There's not an awful lot to say about this, other than I fire the rockets at the helicopter to stop it hitting me in the face with missiles (throws it off course if you fire at it).
On the bridge, I decided that Zackhaev wasn't going to get away with just losing his arm, so I finished him off with a nicely aimed headshot.
But of course, this isn't the end. There's one more - short but fun - level left to go. The one level that - in my opinion - holds one of gaming's greatest challenges. The Mile High Club achievement aka: finish the level in under 60 seconds on Veteran...
My target time for this level was sub-1min, which included the time for rescuing the hostage and leaving the plane. Apart from slowing down to reload my P90 and catching myself near the flashbangs, I was pretty happy with the run. I went for the headshot due to my experience with Veteran (where ONLY a headshot will work), and it was faster than shooting him in the leg first.
So there we are, a sub 2-hr run on Call of Duty 4. I hope you've enjoyed the notes and the run, and if anyone feels like beating these times, please feel free to do so. My next plans for running COD4 include possibly a SS Recruit run and/or a segmented Veteran run (muchos Kudos goes to anyone crazy enough to do a Veteran SS speedrun!).
I'd like to thank everyone who contributed in the COD4 topic at SDA, to ballofsnow for his advice with the encoding and of course to everyone who works hard behind the scenes at SDA. See you all next time!
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