First Draft Submission Rule Revision
3 years ago
California, USA

I would like to make the submission rules more on the nose to ensure they are clear, and runs are all judged by the same standards. Please let me know if you have any changes or additions you would like to see to the following:

REAL TIME is used for the Full Game category.

TIMER BEGINS: • Ready is selected for the first mission.

TIMER ENDS: • Mission Complete appears on the final mission.

VIDEO EVIDENCE MUST INCLUDE: • An external timer visible during the entire run. • Before starting - The level select screen. • Before starting - Skills for each character used in the run. (‘Mule’ characters filling the Team Skills are not required unless played.) • The entire run from start to finish without edits or cuts. (Exceptions -might- be made for minor drops, such as live stream recordings.)

RULES: • 3 stars must be earned on all mission complete screens. Missions can be replayed as needed to achieve this. (3-star full campaign only) • Missions may be played in any order as long as all missions are completed. • All base game weapons, armor, and equipment are allowed. • Characters may use their base game skills up to the 32 point maximum. • Team Skills are allowed and can be activated by a character not used in the run. • Glitches are allowed as long as the mission complete message and results are displayed upon completing a mission. • Cheating will NOT be permitted including: modifying the game files, using Steam Workshop, external programs/macros, and anything else used to substitute player control of the game.

Rules last updated x/x/x. Submissions approved before this date have been grandfathered in.

IN GAME TIME is used for individual missions, which is displayed on the mission complete screen. NOTE: Due to how records are displayed on speedrun.com, submissions may have the real time changed by a moderator to match in-game time so records are displayed accurately by default.

VIDEO EVIDENCE MUST INCLUDE: • Level select screen shown before starting or after completing the mission. • The entire run from start to finish without edits or cuts. (Exceptions -might- be made for minor drops, such as live stream recordings.)

RULES: • 3 stars must be earned on the mission complete screen. (3-star category only) • All base game weapons, armor, and equipment are allowed. • Characters may use their base game skills up to the 32 point maximum. • Team Skills are allowed and can be activated by a character not used in the run. • Glitches are allowed as long as the mission complete message and results are displayed upon completing a mission. • Cheating will NOT be permitted including: modifying the game files, using Steam Workshop, external programs/macros, and anything else used to substitute player control of the game.

Rules last updated January 8th, 2021. Submissions approved before this date which did not meet these requirements have been grandfathered in.

IN GAME TIME is used for individual missions, which is displayed on the mission complete screen. NOTE: Due to how records are displayed on speedrun.com, submissions may have the real time changed by a moderator to match in-game time so records are displayed accurately by default.

VIDEO EVIDENCE MUST INCLUDE: • Level select screen shown before starting or after completing the mission. • Character skill shown before starting or after completing the mission. • The entire run from start to finish without edits or cuts. (Exceptions -might- be made for minor drops, such as live stream recordings.)

RULES: • Characters must use their starting weapon: Assaulter: Mp5A3 Breacher: Pump Action Shotgun Shield: G17 Pistol Agent Fergie: G19M Pistol Recon: MP9 Suppressed Off-Duty Guy: Trunk Carbine • Both gear slots must be empty. No armor, grenades, or other support items allowed. • Characters skills CANNOT be used. Make sure skill points are not placed. • Team Skills CANNOT be used. ‘Mule’ characters to activate team skills is NOT allowed. • Ultimates may be changed. • Strategic Abilities (special bar for armor, medkits, etc) may be used normally. • Glitches are allowed as long as the mission complete message and results are displayed upon completing a mission. • Cheating will NOT be permitted including: modifying the game files, using Steam Workshop, external programs/macros, and anything else used to substitute player control of the game.

Rules last updated January x/x/x. Submissions approved before this date have been grandfathered in.

I don't believe this changes the spirit of the current rules, but rather potentially makes it more clear to potential runners what to include so their submission is approved.

Toronto, ON, Canada

I like the added addition of the character build being shown prior to full runs. It's nice to see how people would spec for their runs

Toronto, ON, Canada

Wanted some clarification for CO-OP run ruling. Rules currently state runs must be done via RTA and not in game for ILs. How come? Would it not be more consistent for in game timer to be used as that's how we do solo ILs anyways. Also the ruling states the level selection screen must be shown in CO-OP as well for ILs. The only time you see that is when host is picking level before the other player joins and that's it. You are chained form mission to mission with no ability to see the level selection screen unless backing out, and having to remake the lobby EVERY time. So should that be a rule altogether? Just wanted to make sure when CO-OP runs are submitted they are submitted right, as plans for that are also on my mind

swat954 likes this
California, USA

There was a discussion about Co-op on the discord about this too. I admit I haven't done coop on DKAS, so when it came to updating the rules it slipped my mind to give it specific attention. Also the rules were in already in place when I became a mod, so I'm not sure of the reasoning for doing real time instead of game time.

Regarding level select screen: An update to the rules for Co-op will NOT require level select screen.

Regarding Real Time vs In game time: I agree in game time makes more sense.

Have you encountered any delays in co-op? Like the level starts, but for some reason one or both of the players are unable to play for some reason. Something like that being inconsistent across devices affecting in game timer is the only thing I can think of to make it favor RTA.

Cy83RN1Nj4 likes this
Toronto, ON, Canada

No, when I've played Co-op both casually and speed running it's been consistent for in game timers. Usually if anything happens it's D/C but never desync

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