Trådar
Ohio, USAQSHV4 years ago

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.

Aqua_boy0 tycker om detta
Ohio, USAQSHV5 years ago

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?

Ohio, USAQSHV5 years ago

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?

Ecgtheow tycker om detta
Om QSHV
Gick med
5 years ago
Online
3 months ago
Körningar
22
Spel körda
The Elder Scrolls: Arena
The Elder Scrolls: Arena
Senaste körning 4 years ago
17
Körningar
The Elder Scrolls II: Daggerfall
The Elder Scrolls II: Daggerfall
Senaste körning 5 years ago
2
Körningar
Wolfenstein 3D
Wolfenstein 3D
Senaste körning 5 years ago
1
Kör
Castlevania:  Simon's Destiny
Castlevania: Simon's Destiny
Senaste körning 5 years ago
1
Kör
Elder Scrolls Category Extensions
Elder Scrolls Category Extensions
Senaste körning 5 years ago
1
Kör
Följda spel
Gex
Gex
Senaste besök 2 years ago
30
besök
The Elder Scrolls: Arena
The Elder Scrolls: Arena
Senaste besök 10 months ago
435
besök
Castlevania:  Simon's Destiny
Castlevania: Simon's Destiny
Senaste besök 1 year ago
42
besök
The Elder Scrolls II: Daggerfall
The Elder Scrolls II: Daggerfall
Senaste besök 1 year ago
141
besök
Gex: Enter the Gecko
Gex: Enter the Gecko
Senaste besök 1 year ago
112
besök
Castlevania III: Dracula's Curse
Castlevania III: Dracula's Curse
Senaste besök 1 year ago
43
besök
Zelda II: The Adventure of Link
Zelda II: The Adventure of Link
Senaste besök 11 months ago
81
besök
Game of the year: 420BLAZEIT
Game of the year: 420BLAZEIT
Senaste besök 1 year ago
17
besök
Modererade spel
The Elder Scrolls: Arena
The Elder Scrolls: Arena
Senaste åtgärd 1 year ago
13
åtgärder
The Elder Scrolls II: Daggerfall
The Elder Scrolls II: Daggerfall
Senaste åtgärd 1 year ago
3
åtgärder
Castlevania:  Simon's Destiny
Castlevania: Simon's Destiny
Senaste åtgärd 1 year ago
1
åtgärd