Speedrunning the campaign - Page 6
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conCentrate9
United States438 Posts
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Freezard
Sweden1005 Posts
![]() And I might as well post a new run, BWT05. The SDA run has been posted here already, I copied it and finished 13 seconds faster. Will work on BWT07 now but the SDA run looks pretty solid already. | ||
Freezard
Sweden1005 Posts
![]() http://speeddemosarchive.com/Starcraft.html | ||
qrs
United States3637 Posts
On March 03 2012 00:48 Freezard wrote: Nice! I was waiting for this!All my SC runs are now up at SDA with comments for each mission ![]() http://speeddemosarchive.com/Starcraft.html | ||
Boundz(DarKo)
5311 Posts
On March 03 2012 00:48 Freezard wrote: All my SC runs are now up at SDA with comments for each mission ![]() http://speeddemosarchive.com/Starcraft.html Välförtjänt! | ||
qrs
United States3637 Posts
On February 29, 2012, dex wrote: Apparently he doesn't realize that that mission is to survive for a set length of time, and so is presumably unimprovable.Sticking with the 'PC classic' theme, we have a bunch of improvements in the individual-levels table of Starcraft. And by 'bunch', I mean that a person going only by the name of 'Freezard' decided to improve every single one, save for Terran 03 for some reason. Curious decision nonwithstanding, Freezard's considerable contributions combine to chop 45 minutes off the clock, yielding a total time of 2:28:55. It remains to be seen whether the last level to remain standing will also be conquered by him - I sure look forward to that happening. Complete destructions of IL tables are always impressive. | ||
valaki
Hungary2476 Posts
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Flicky
England2656 Posts
On March 03 2012 05:51 qrs wrote: I just noticed that in his introduction to your speedruns on the SDA homepage, Apparently he doesn't realize that that mission is to survive for a set length of time, and so is presumably unimprovable. I think you underestimate speedrunners. | ||
corumjhaelen
France6884 Posts
I'm pretty sure you can't do better than what has already been done by the original runner. Congrats, really deserved, and hope to see bw up there soon =) | ||
Freezard
Sweden1005 Posts
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qrs
United States3637 Posts
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[Azn]Nada
United States275 Posts
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Warlock40
601 Posts
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Skeggaba
Korea (South)1556 Posts
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anatem
Romania1369 Posts
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Freezard
Sweden1005 Posts
On March 07 2012 14:53 qrs wrote: So, I'm starting to watch your videos, Freezard; also comparing with the old records that you demolished, to appreciate how you did it. If you don't mind, I'd like to ask you something: in the Terran 00 mission (tutorial), was the micro trick that you mention discovering the one marine standing next to the refinery? Also, was the arrangement of marines around the command center at the beginning just for fun, or did that somehow help the pathing of the SCVs as well? Hey... glad you like em! The trick on T00 is that I manually press return cargo for each SCV which makes them head for the refinery immediately after returning the gas - normally they would idle for a while before returning. That marine needs to stand there for the trick to work as it manipulates the pathing. The marines around the CC forces the fourth SCV to spawn right next to the mineral patch. Should really have mentioned those things in the comments... well, I actually did, but in older runs that never got published on SDA. That's why I mention 'my previous run' in some of the comments... oh well. On March 07 2012 15:28 Warlock40 wrote: Nice work! I would like to see a speed run done of the new SC2 Master custom game. It took me 6 hours to beat it and a good chunk of time on the banshee level alone, but I saw a friend of mine do the banshee one on the first try. If someone could do all 30 on the first try, that'd be amazing.... I didn't even know about that mod before I read your post... but then again I haven't played SC2 since last summer ![]() ![]() | ||
Gene(S)is
Sweden419 Posts
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qrs
United States3637 Posts
On March 07 2012 19:59 Freezard wrote: Thanks for explaining. OK, another question: in T05 (Revolution), you say that the Goliaths are set to target Marines with low health, but wouldn't this be an advantage, if the low-health marines are kept to the back of the pack and the Goliaths don't shoot until they get within range of them? Maybe you only meant that they select among in-range targets on the basis of lowest health, but I thought I saw goliaths moving without shooting when I watched the VOD.Hey... glad you like em! The trick on T00 is that I manually press return cargo for each SCV which makes them head for the refinery immediately after returning the gas - normally they would idle for a while before returning. That marine needs to stand there for the trick to work as it manipulates the pathing. The marines around the CC forces the fourth SCV to spawn right next to the mineral patch. Should really have mentioned those things in the comments... well, I actually did, but in older runs that never got published on SDA. That's why I mention 'my previous run' in some of the comments... oh well. Also, when you say, "the economic part of this run was very ineffective. Better planning is needed to reach sub-5 minutes," I assume that by "economic part" you're referring not only to gathering resources but also to producing units and ferrying them to the battlefield; right? | ||
qrs
United States3637 Posts
I also liked how you optimized even the little things. The SCV near the NORAD II baiting out the zerglings near the beginning so you wouldn't have to waste time killing them later on was a nice touch. I also liked the parsimony of repairing Raynor just enough to be sure he'd survive until dropships arrived and no more than that. Finally, the master touch: when building the factory and the high-ground starport, first you ordered the builders to build a barracks and canceled that order; only then did you start the building that you actually wanted. I had no idea what the motivation behind this was until I watched those scenes again carefully and thought about what you were doing. I believe your goal was to move the SCV and/or your cursor to the exact spot of buildable terrain where they needed to be to make the buildings as soon as the resources came in, thus squeezing out an extra second or two of movement time. If I'm right about that last, I take my hat off to you Freezard. That level of planning and commitment deserves recognition. Edit: T07: Clever of you to figure out that the top route was a tiny bit faster and that you could use Kerrigan to tank for the SCV to make up for the extra time it takes to get a defensive matrix on it. I don't see how this one could be improved. (I saw that the verifiers' comments and yours for this mission remarked the SCV getting stuck behind Kerrigan at the beginning, but you seem to have fixed that in the version that was uploaded, though the "official" time at the end was still 00:26.) T08: Haven't watched this yet, but when I do, I'll watch the version on your YouTube channel, which beats the version on SDA by 49 seconds. Why not submit the newer version to SDA? | ||
reincremate
China2210 Posts
On March 07 2012 23:43 Gene(S)is wrote: Very impressive and fun to see some hardcore speed runs. I haven't done that sicne I was a kid playing Golden Eye on Nintendo 64 ![]() I'd like to see some SC64 speedruns as I've never played or seen it. How many actions per minute could one possibly do with an N64 controller? | ||
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