Probably was not exported properly or highlighted correctly or removed.
Generally no, but thats based on what the community has set as the guidelines. Every Community and its game will most likely use different but possibly similar guidelines or generic rules for verification.
Another Reference Post; These are the only confirmed KF1 maps that made a Reappearance for KF2 that I know of. Legacy; Biotics Lab Farmhouse Burning Paris
I was thinking we could essentially group up a specific set of theme of levels that would use them all at some point and none would be used twice, however that seems to be the tricky part and would need some community feedback and suggestions in how we would like to proceed with that for giving FG some fun categories that require us to complete multiple maps for an overall sum of IGT.
Above this post is a list of all the current maps to date with their release year, and sorted by Tripwire and Community respectively.
Another thing we can look at is the inclusion of "Onslaught" as another category style of runs, which would be to complete X amount of waves by X time.
Also we can look at Objective mode in the future as well, but I'd like to get the first thing done which is sorting out how we would like to group the maps up and what we should name those groupings as.
Feel free to suggest etc were all open minded and very excited to see what we can do together.
Posting this here for referencing towards new categories and board changes.
Killing Floor 2 All Current Maps by Official PC and PS4 Launch November 18, 2016
Official Tripwire Maps; Biotics Lab -2015 Black Forest -2015 Burning Paris -2015 Catacombs -2015 Evacuation Point -2015 Farmhouse -2015 Outpost -2015 Prison -2016 Volter Manor -2015
Official Community Maps; Containment Station -2016 Hostile Grounds -2016 Infernal Realm -2016
Killing Floor 2 Post Launch Added Maps Sofar.
Official Tripwire Maps; ZED Landing -2017 The Descent -2017 The Tragic Kingdom -2017 Nightmare -2017 Krampus Lair -2017 DieSector -2017 Airship -2018
Official Community Maps; Nuked -2017 Powercore -2017 Lockdown -2018
You can use anything that you have obtained already in NG+. DLC is restricted to its own category. So long as it's not stuff obtain through DLC then you can use said items,weapons and or outfits in the No DLC category.
Sorry about the long delay on what's going on with the board layout. So IL will stay pretty much the same tho there will be some clean up happening.
Went through some personal stuff so I kinda just been awall while sorting that out.
I'll be working on runs again after I get a few backlog things done.
FG categories will be a new thing to try put for doing several maps back to back with sum of igt.
More details on that soon.
Most wiki pages are not correctly updated or very far from current. If there is another version of said quest with a different name only then when it's submitted will there be a reason to look into it.
When someone submits them they will be added. If it's not listed and you are submitting for one not listed then you can do so via the "not listed" quest.
Main Categories will be changing when time will stop for RTA runs. Currently it is once the final save is made, if will be changing to the last meaningful input/lose of control for the respective categories. Example, Any% - Time will stop after name entry once the player loses control and the cutscene starts.
Obviously all the currently submitted runs will have their submitted times changed to reflect the official change once this is implemented pending proper rule and wording updated. Submission videos will still be required to include the final save to be shown for verification purposes.
The reason for this change is to eliminate the added time from unskippable cutscenes and credits at the end after the player no longer has control.
All other categories that are not Any% will follow a similar change in when time will stop that reflects the same changes to Any%. NG+ will adopt pretty much the same changes where as True Ending will stop once the player confirms the last time after name entry that triggers the final ending.
Since we were already primitively using RTA rather then the original IGT for runs this was only natural that the end timing would change. This decision while it has taken a long time it was being discussed for a good amount of time with most people including my self that we change it to where the player no longer has control/meaningful inputs to be made. Removing the added time for unskippable cutscenes and credits compared to the original timing that was adopted from SDA.
Along with some of these changes we are still looking at some new verification standards to bring to the board and how we would like to word the new rule changes to be clear and not mistaken from new or older runners.
If you would like to discuss this or anything else pertaining to NieR, you can find myself and the other runners inside the NieR Speedrun Discord and talk to us.
Currently I've been looking a Normal any% runs and from what I've watched in multiple runs, hugging the walls definitely is the safest way to go from room to room. I find the game fairly interesting but also a bit frustrating due to how ridiculous the spawning mechanics work. I've noticed that when you do trigger a trap and the doors lock, it seems mobs will spawn on a timer unless all mobs in the room are cleared before the trigger reactivates and spawns new mobs. I'm not 100% sure on this but so far seem like this is the case. The problem with that is not every room has the same sudo timer and it varies.
Also it seems that damage calculation is also fairly unorthodox as well, In many cases some times I've noticed that when low damage is rolled it also seems to chew up weapon durability at twice or more the rate which seems odd.
I feel like there is still the possibility there is more unknowns to explore. I'd definitely like to talk more about the game, and even more so since before I thought there was next to no active people around the game.
I appreciate it.
So iv been playing quest mode kinda strollin through it and trying things out. Tho I find my self not understanding the mechanics of the game since it does not really explain or teach much if it to the player. Can anyone explain how things work and the current tricks and or stuff that is used in runs as I'm still trying to gauge if I want to get into it, but would like some more information on it. Seems like there is hardly anything on the game and it's parts out there that explains much of anything mechanical etc.
Much appreciated.
Yeah the more iv been getting into it I can understand why we play with the settings as they are. But I do think each character should be ranked separately together as it's obvious some characters will differ in optimal time and skill.
My suggestion would not to separate characters to their own categories but instead not have them obsolete if its not the same character used. Since technically u can only have one placement only your best would count and the others be marked as " - " for rank on the board, but at least they would appear.
Just a thought towards this, but I do think having difficulty and or set settings that make sense per difficulty would be something to consider possibly. kinda would get stale after awhile only doing very easy since you'd be handicapping yourself by not, unless there was proper separation or at least variables to show the used settings.
Curious as to why runs are only don'e on Very easy for the most part and not separate for each difficulty with the other variables. Same goes for characters as some will always be faster. I'd rather do runs on multiple characters then becoming stale and just focusing on one.
I only hope to continue to push the marathon each time to get better. It would not have been possible without you and several others which includes the NASA crew for lending their RTMP and support. Plenty of ppl have helped grow it in the short few years. I just hope that we can continue it into next year.
Every bit of feedback does help and so does the help of the people who volunteer their own time to it.
Really liked the venue this past NASA, if we switch to one outside Canada most likely I won't be able to attend. tho there are plenty of other places to look at, tho I do strongly recommend building a bond with a venue that we do like which could be very beneficial rather then moving to different ones each time and instead only move every so often when needed.
Appreciate those who participated in the Tourney. Congrats to @Theyflower for taking the win after several quick decisive conquests. Second place went to Teddy. And Third goes to @AKC12.
Look forward to trying to arrange better and more stuff in the future on the side. Was great to meet you all and looking forward to more side events in the future.