In the final warehouse of Episode 2 Mission 2, Warehouse Run, it is possible to skip climbing the ladder to the second floor.
There is a small wooden box inside the final room of the level that slightly sticks past the green crates. It is possible to jump on this box, then from the box onto the crates, and thus make it to the final room without climbing the ladder. I've found that it is easier to make this jump while moving backwards, facing away from the green crates. With practice it can be done consistently, and it saves a few seconds.
The leaderboards for individual levels have four categories, two for Any% on different difficulties, and two for 100% on different difficulties. For most levels it's pretty obvious what getting 100% means - get all kills, secrets, and treasures. However, for some levels (such as E2M8) getting 100% is impossible, and for others (such as E6M2) glitches or other tricks are necessary to work around mapping errors in order to get 100%
I was wondering what the rules surrounding these types of levels are. In E2M8, for example, it is impossible to get 100% secrets. For the 100% categories, should a runner just go for all kills and treasures, or should they also try to get the maximum amount of secrets possible even though they cannot get them all and the secrets do not count towards the total score in these levels?
I was also curious about levels such as E6M2. There are two pushwalls in that level that, when activated, will move back 3 spaces and permanently block off things necessary for 100% completion. In both DOSBox and the ECwolf sourceport, there is a glitch to work around this. DOSBox involves turning the cycles really low temporarily, so that the pushwall moves only two spaces, and ECwolf involves pausing the game at just the moment the wall moves 2 spaces, then unpausing. Should these glitches be used when going for 100%, or should the runner simply not worry about using work arounds to get past the mapping errors?
I've noticed that NPCs inside of buildings (as well as static NPCs in towns) can be clicked no matter how far away you are from them, just as long as you are close enough that their ability to be clicked is loaded. I haven't seen this done on any of the runs I've watched. Is there a reason you guys don't use this glitch, or did nobody know about this?