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InsipidMuckyWater
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« Reply #885 on: October 01, 2009, 03:46:01 » |
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^ Oh sweet. I've never played Research and Development. How much of the game does this run cover? It seems fun based on the run.
Nice job. How is Episode One coming these days?
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Obviously, the games will sell better if they are not labeled, "Fighting a Meaningless War Against People You Don't Know for a Cause You Don't Understand," but come on.
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Inexistence
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« Reply #886 on: October 01, 2009, 10:15:39 » |
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The two maps we have finished so far cover around 1/3 to 1/4 of the mod. It's not a long mod, but it is very fun.
Episode One is doing well, we're almost finished with citadel_03, which is the longest map really I think (Or the most difficult). Progressing nicely, albeit slowly, but we can't really help that.
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Current WIPs: Half Life 2: Episode 1 (58% complete) Claw (7% complete)
Completed: Research and Development (HL2 Mod) 17:13
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Inexistence
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« Reply #887 on: October 04, 2009, 13:41:33 » |
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Well, lots of progress over the past few days. We've now finished our Research and Development run with a time of 17:13. It's an awesome run, we'll be making an audio commentary in a couple of days and RandomEngy has agreed to put the video together for us, so we know it's gonna be top notch  .
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Current WIPs: Half Life 2: Episode 1 (58% complete) Claw (7% complete)
Completed: Research and Development (HL2 Mod) 17:13
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coolkid
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Inexistence
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« Reply #889 on: October 25, 2009, 04:50:00 » |
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Great run coolkid. I haven't played Decay, but the run still looked great. My and igge's Research and Development run is finished and out now. Youtube linkTorrent links are in the comments of the Youtube videos.
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Current WIPs: Half Life 2: Episode 1 (58% complete) Claw (7% complete)
Completed: Research and Development (HL2 Mod) 17:13
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quadrazid
HλLF-LIFE
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« Reply #890 on: October 26, 2009, 06:15:27 » |
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Great run of Research and Development you guys!
I was really impressed of the fast bhop and the shots at the gunships. I guess this is what a EP2 run will look like?
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Inexistence
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« Reply #891 on: October 26, 2009, 13:45:24 » |
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Thanks a lot man! Well, Research and Development is very different to EP2. One's cramped and confined, whereas EP2 is wide landscapes and lots of awesome ABHing and collision boosts. Still, those are the basic tricks that'll be utilised I'd say. ABH, AFH and wallclimbing. Also, just uploaded a little outtake from the R&D run. Hehe 
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Current WIPs: Half Life 2: Episode 1 (58% complete) Claw (7% complete)
Completed: Research and Development (HL2 Mod) 17:13
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Zhouy
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« Reply #892 on: October 28, 2009, 03:09:12 » |
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Excellent speedrun! And the outtake was quite cool 
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Inexistence
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« Reply #893 on: October 28, 2009, 03:40:26 » |
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Thanks a lot man! The run was also on Normal, not Easy though. 
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Current WIPs: Half Life 2: Episode 1 (58% complete) Claw (7% complete)
Completed: Research and Development (HL2 Mod) 17:13
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Zhouy
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« Reply #894 on: October 28, 2009, 03:42:37 » |
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Thanks a lot man! The run was also on Normal, not Easy though.  I was unsure, so I wrote easy  fixed
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quadrazid
HλLF-LIFE
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« Reply #895 on: October 31, 2009, 05:56:15 » |
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Half-Life: Uplink in 2:21 on Easy Patched with HLSPbunny mod v.5 DOWNLOAD: http://stefansundin.com/speedruns/HL_Uplink_221.avi (57.91 MiB) (Again, thanks ReCover ;) Video: H264 640x480 40.00fps 2015Kbps Audio: MPEG Audio Layer 3 24000Hz stereo 56Kbps Scripts used for the object-boost and for the grenade-boost. I'm not able to shave off a single second of this run. I had plans of making this on Hard difficult. But realized half way through I wasn't, so I continued on easy. The hard run would be 3 seconds slower than this, and way harder to produce (I would have to rearrange the grenadeboost becuse I would'nt have that much health at that point, and more re-records to get past the grunts without loosing too much health) I didn't get the video as smooth as I wanted, so you'll see some pause screens and lags. I also had some issues of time warping due to many segments.
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djcj
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« Reply #896 on: October 31, 2009, 07:25:36 » |
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2:21? Awesome!!!  You're really not going to run it on hard difficulty too?
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quadrazid
HλLF-LIFE
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« Reply #897 on: October 31, 2009, 07:36:21 » |
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2:21? Awesome!!!  You're really not going to run it on hard difficulty too? Thanks  Not right now but I maybe can dig up a save-file somewhere and change skill. So I don't have to re-run the whole game  At 0:58 is a good point to change skill, but I don't know if thats fair... Maybe the grunts would have hit me 0,55-0,58 if the skill was on Hard? EDIT: 0,49-0,58 was a extremly hard segment. And 1,06-1,13 would really be a pain on Hard skill. I had a hard time making it on Easy =P
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djcj
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« Reply #898 on: October 31, 2009, 07:44:02 » |
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Watched the run, it's so awesome. Can't believe you can get out of the roof of that antenna building without grenade boosting. Not right now but I maybe can dig up a save-file somewhere and change skill. So I don't have to re-run the whole game  At 0:58 is a good point to change skill, but I don't know if thats fair... Maybe the grunts would have hit me 0,55-0,58 if the skill was on Hard? Better you change skill before 55 seconds. EDIT: 0,49-0,58 was a extremly hard segment. And 1,06-1,13 would really be a pain on Hard skill. I had a hard time making it on Easy =P
I can imagine that. The game is just so full of grunts.
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ReCover
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« Reply #899 on: October 31, 2009, 09:59:23 » |
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I love your uplink run. I am glad that someone with some real speedrunning skills finally decided to run uplink.  I consider myself a casual speedrunner, so my run isn't that good. I have always wanted to redo it, proper. But I guess now there's no point.  I'm glad you ended up using many of the tricks that I found, like the marine boost up on the container, etc. How many segments did you end up with? Every time I attempted to redo my run, I got so damn annoyed with the freeze-bug that occurs after level load and savegame load, so annoyed that I stopped. I hate that bug.  By the way, have you noticed that your file finished uploading at exactly 13:37 (server time) on my website? http://stefansundin.com/speedruns/That can't be a coincidence. It was meant to be. 
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