Commenti
_Bai_5 years ago

Yeah, we can do it that way, too.

Which brings us to one last thing though: what about the first level being played in a full run? It wouldn't make sense to go for a good Time to Kill by itself, since you obviously want to do the whole game if you get a really good beginning. Though there might be a problem with how the splits are done since like you said, everyone splits differently in the full game runs.

WeaponLord piace questo
_Bai_5 years ago

Wouldn't it be better to start the timer right as the level loads and end it on last input? You know, to keep it consistent with the full game runs where we wait until the first level loads. And the end with the last input would be the same as we do with Moloch - you split right as you kill him. It shouldn't cause problems since all the levels either end in a way where you have enough time to split as you're ending it.

Also I would change the cheat description in the rules to say: While paused press 9x Down, then 1x Up. The Level Select will be available in Main Menu (labeled 'Time to Kill') and scrolls with left/right.

I remember it took me a while to figure out you could scroll the level select thing with left/right on the D-Pad. :D

_Bai_5 years ago

Honestly, I wouldn't care about cheats% myself, don't think I'd find it fun. Individual level stuff could be fun, and might eventually get more people onboard, too, since they don't have to go through the whole game in one sitting. Doing it from the menu seems like a better choice to me, too, to make it different from the whole game runs.

WeaponLord piace questo
_Bai_6 years ago

For Surprise% - The HiTemp Flame Thrower we get for Challenge Stage 5 absolutely destroys Moloch at the end. Even with dying on my PB it was only 26 seconds IGT. The best I got while practicing is 20 seconds IGT.

I'll put the others bosses down, too The Reaper - 16 seconds IGT if he moves so you can hit him with enough TNT Wing'ed Death - 30 seconds IGT if he doesn't move towards you Moloch the Gatekeeper - 20 seconds IGT - use the 11 RPG shots you have, then switch to the HiTemp Flame Thrower

Another thing I've noticed Normally, with the Desert/Super Eagle it's 19 shots and then Duke reloads the gun but putting it into the holster resets the counter so you can avoid reloading.

WeaponLord piace questo
_Bai_6 years ago

I also use 60FPS

WeaponLord piace questo
_Bai_6 years ago

Here's the vid with my ideas for the challenges, I tried getting the routes to minimize having to hunt for the enemies

Stage 1(1:45 exit) - Kill the 2 cops on the side, turn around and kill the one in the corner behind the starting point After this, turn around again and go over that bridge - that way you can get the rest of the cops on the upper level Then drop down, kill the remaining 4 cops and then go into the sewers to kill the 8 lizards The lizards are pretty much RNG but I think it's better not to move around too much since they like to run away if you're too close to them

Stage 2(1:58 exit) - You can just run all the way without stopping and there's enough time to shoot all the lizards in the open spaces while you're running around

Stage 3(2:33 exit) - Take out the 5 floaties in the middle, then run around the - this way you'll run across all enemies in the red side - you have to turn around for the last one Then, strafe over to the blue side, there are two enemies on both sides, kill one, turn around and go that way Clear out the middle area and the two floaties hiding near the Atomic Health, then run to the exit, using the other corridor - the last enemy will be there

Stage 4(1:58 exit) kind of works but it's super easy to kill yourself because the pigs like to run up to you After the stage begins, shoot immediately - this stops the first two enemies so they're easier to hit and also tells you which side of the RPG shoots next so you don't hit the wall by accident Run into the side corridor, before you get to the center area, there's a lizard hiding to the right - sometimes the first rocket doesn't hit him In the center area - shoot left for a cop and a lizard, then go to the right towards the portal Now you want to turn to the left and shoot the two cops there Then go towards the portal, there are two lizards in the side corridor Killing everything leaves you with 6 enemies that are on the lower floor - one of them sometimes wanders off - RNG I guess

Stage 5(2:41 exit) is just knowing how many chickens are left after you exit each room

Stage 6(1:30 exit) is simply running to the sides and then to the exit

WeaponLord piace questo
_Bai_6 years ago

Good find! I think stopping to kill enemies will just get you hit in Hog Heaven though. Even without stopping you only have 41% and you don't even get hit in that run at all. It's just luck plus hiding behind the door after the stage ends.

Right now I'm trying to figure out good ways to do the Challenge Stages and I might have it down to consistent routes. Stage 4 with the RPG is really hard, because of how the RPG constantly switches which side the rocket flies from. I can try recording the challenges separately just so we have a kind of "route".

WeaponLord piace questo
_Bai_6 years ago

It's just for fun to be honest. The game mostly keeps track so why not?

WeaponLord piace questo
_Bai_6 years ago

It would be really nice to be able manipulate the valve for Pig Factory at least

I haven't noticed anything on the running, I just unequip weapons out of habit. I'll look into it though. The last thing with the jumping I noticed too - the game stops Duke from jumping early when he's running at full speed and there's a pit in front of him.

WeaponLord piace questo
_Bai_6 years ago

I realized that Challenge Stages don't show IGT So I just took the starting times and subtracted time left when I entered the portal

I'll write the times below Challenge Stages 1 and 2 - 2:30 Challenge Stage 3 - 3:30 Challenge Stage 4 - 2:45 Challenge Stage 5 - 4:00 Challenge Stage 6 - 2:15

WeaponLord piace questo
_Bai_6 years ago

For In-Game Time just add up all the stage times at the end of each level from the video

I would leave Surprise% on Wussy, too. It makes for better comparisons that way and maybe some time later when there would be more people we could make a Surprise - Death Wish% kind of thing.

But probably changing the rules to require actually getting all the upgraded weapons would make sense I think. If you wait for the time to run out the time loss is significant and if you get killed there's a give up option and using that would obviously be against the rules so we might as well make it that way.

WeaponLord piace questo
_Bai_6 years ago

If we're going to split it up according to difficulty levels, then we could just use "Wussy%" so it corresponds with the in-game names But to be honest, I don't see much sense in it, since there's not even 5 people interested in the game I could see Death Wish% being a thing but there's no reason to play on the middle difficulty levels

The weapon upgrade run could work(maybe Surprise% or something like that), the Super Eagle/Shotgun are pretty useful in a run like that. One interesting thing about the challenge stages: whatever weapon you were holding (as in Duke has to be actually holding it in his hands) when you enter the portal on the level before will have its ammo restored to maximum

also, we can't really do a "100%" with all secret areas anyway because the secret area count is wrong on some of the levels (Family Jewels and Pig Factory seem to show one extra secret at the end of the level and I haven't seen anyone have "all" the secrets)

One idea I had was that since the game tracks in-game time, we could add it to the rankings

WagnerBrasil e WeaponLord ti piace questo
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