Comments
Tokyo, Japanblacklev9 years ago

Apparently the last car is actually retarded (see in video) so you don't need to worry about that. In the video below I do the current route for AM including the destruction of the first three cars. The third car can be destructed faster, but as you can see, I was basically in time for the next mission (Uzi rider).

I took a megajump that didn't trigger the final enemies on foot (see map + video)

The obvious advantage of this is the consistency. The drawback is that you don't have time to stash a Banshee in the Shoreside garage for Rumble (minor timeloss).

Vid: https://drive.google.com/file/d/0B38XMNjp-HeiOHh1TzJsRjFRZkU/view?usp=drivesdk

Note: Mission usually takes around 6 minutes from van trigger. Because of the fact that I destroy the first two cars and stay far from the van, it has no traffic in the tunnel, which speeds the mission up. In the video, the mission took 5:35 from van trigger, it can go as low as 5:30.

Tokyo, Japanblacklev9 years ago

Seems that the last two cars are capable of dealing lethal damage to the van as well, so you might want to destroy them too. This still means that you have up to 3 minutes of free time in Staunton + the time left from Shoreside.

Or you can just ignore the last two cars and risk failing the mission if you have other things to do.

Tokyo, Japanblacklev9 years ago

(only if you want to abandon the van to do other things (you should do this since it's about 4 minutes of free time in Staunton and 2 in Shoreside), if you stay with it of course you protect it from every enemy spawn anyways)

The main reason the mission tends to fail is because of cars that spawn and not the guys that you trigger. This post will explain why it happens and how you avoid the van getting blown up.

Game mechanic knowledge and the map thing are by Nick. In this route, we need to stash the dodo so I do that first every time.

The way it works is the following: http://i.imgur.com/7gS8LD0.png (Legend: red blip=enemy on foot, blue blip=cartel car, rectangles are the trigger zones and the green marker is an additional trigger that the van needs to reach in order for the first two shoreside enemies on foot to spawn)

Cartel cars' spawn is determined by only the van's location. If the van reaches the trigger zone for them, the cars spawn no matter where you are. Enemies on foot spawn when you AND the van are also in the respective trigger zone.

Regarding damage: the enemies on foot deal negligible damage compared to the cars since they only have AKs and they hit for a limited amount of time. The cars' passengers have AKs and they will try to make the van stop, then they get out and shoot the van. That's when the insane damage happens.

The solution: killing the first two cars (the shoreside cars are not a problem according to experience). You know when exactly they spawn so it should be easy to do so. Use drive-byes or m16/rocket if you have ammo.

Seems that the last two cars are capable of dealing lethal damage to the van as well, so you might want to destroy them too. This still means that you have up to 3 minutes of free time in Staunton + the time left from Shoreside.

In the video below I do the current route for AM including the destruction of the first three cars. https://drive.google.com/file/d/0B38XMNjp-HeiOHh1TzJsRjFRZkU/view?usp=drivesdk

Note: The second car can take two routes. It can go straight to the van and it can also try to go a longer way, on the street parallel to the one the van takes. If the car takes the long route, it tends to get lost and it's not a problem later. In this case, skip killing that cruiser.

Note#2: Taking a Manana or any other extremely slow car makes it hard to drive-by the cars. Take at least like a Kuruma or something half decent.

Consistency: seems to eliminate damage rng from the mission as long as you kill the first three cars. You may abandon the van after the fact so that more spawns aren't a problem.

Videos: #1: the second cartel car takes the short route to the van (so i kill it)

#2: the second cartel car tries to take the long way and gets stuck somewhere (no need to kill it)

JOEdrinksBEER likes this
Tokyo, Japanblacklev9 years ago

Another minor addition to this route: You do not actually have to record the shotgun rampage in the alley in a replay. You can just hold taxi, get out of the taxi into the rampage, pick up the rampage, then cancel taxi and you can still make it in time to Toni's place while you record the rockets as well.

It is, however, extremely tight and requires flawless execution. I no longer have video proof of this, but I've done it twice and I go for it every time to save a couple of seconds back from the inherent timeloss of the backup strat.

Tokyo, Japanblacklev9 years ago

You are partially wrong, you need to be on OMF1 when you start holding taxi submission for the strat to work, whatever the bind is. Of course, you need to have the look back key on the same as the submission key as well. Both things are important.

Tokyo, Japanblacklev9 years ago

Pretty clever usage of the car crusher glitch. The glitch itself was known already, and it doesn't save time here, considering the long setup. In fact, this glitch is never used in any category in this game, as far as I know.

tfw i was hoping for a paramedic instapass

Tokyo, Japanblacklev9 years ago

Everything is grey unless it's explicitly allowed or banned, most things are grey so I wouldn't worry about it too much.

If something is problematic then we can either explicitly allow it or ban it, like memory monitoring, which is literally TAS (including the autosplitter and especially the 100% checklist, tbh)

Tokyo, Japanblacklev9 years ago

It would be retarded if it wasn't allowed after allowing ginput, so it's allowed implicitly, then.

Tokyo, Japanblacklev9 years ago

So is the mouse fix for SA and VC allowed as well, then? (sensitivity fix)

Tokyo, Japanblacklev9 years ago

I find it weird that HL2 runners use RTA as a segment attribute.

In my head, the opposite of Singe Segment is not RTA, but Multi Segment. SS is when you do not load in the run, MS is when you load a save.

Same goes for Segmented: the opposite is Non-segmented. Segmented is for runs in which the runner is allowed to retry a segment by loading a save, and not lose time in the process. And this way, one can grid for an optimal segment. Non-segmented does not allow for the runner to retry segments this way. (Another, non legit alternative can be a spliced segmented run, eg. LCS 100% with emulator save states.)

This way, a SS and MS run can both be RTA, since one can be running against real time in both cases. But, a run that uses IGT can ¤never¤ be RTA. That is why I consider RTA a timing method, because it is mutually exclusive with IGT (which is clearly a timing method).

To be more precise, the opposite of RTA (in my head) is not IGT, but "using IGT to time a run". Because (in my head), RTA means "using real time to time a run". But to be more brief, I just use RTA and IGT instead.

Tokyo, Japanblacklev9 years ago

You can skip the rampage recording during the vegeto strat and do it after Van heist instead (on the shotgun rampage).

Doing this is faster than skipping the info or doing the Chunky kill with the shotgun.

This only wastes 6-7s of actual time, and it saves 11-12s when you are on a rampage during the vegeto strat. In the vid, I get a really late copcar, which would usually be a reset, but I could continue and only lose 7s.

So the VODs: During the vegeto strat: https://drive.google.com/file/d/0B38XMNjp-HeiMVpxT25ZOVNobDA/view?usp=drivesdk

After Van Heist: https://drive.google.com/file/d/0B38XMNjp-HeiOFZhaG5rZm11aXc/view?usp=drivesdk (I executed this really badly but I think you'll get the point)

DName likes this
Tokyo, Japanblacklev9 years ago

So far the voting is...

A: 6 votes B: 7 votes + Kyle C: 1 vote (S.)

Others: Gael voted for RTA being the main category even though RTA is a timing method and not a category ShadArt agreed with Powdinet but didn't actually vote for A Molotok and f1 argued that the whole tread is retarded but didn't vote for C

Since no one else seems to want to vote, it is essentially over, and according to the voting, Any% should stay for now since it won the voting by 1 vote.

I'd like to argue against Molotok and f1 because 14 people took the time to vote and it was pretty close as well, so this couldn't have been THAT retarded, honestly.

S. likes this
Tokyo, Japanblacklev9 years ago

"beat the game" is also an established term in speedrunning.

if any% means "beat the game with any amount of percentage", then, because of the very definition, the percentage count doesn't matter at all, so we can take it out, that leaves us with "beat the game".

when we explain any% to new people we go down the same route every time, we start from "any% means..." and we essentially say it's "...beat the game as fast as you can".

Because of these two things ("beat the game" is also used in speedrunning + we always end up explaining that "any%= beat the game") we might as well switch to "beat the game"

edit: if someone thinks that "beat the game" means "doing everything", then they are just wrong and we can't do much about that. and anyways, this still happens all the time, even with the category being "any%" (i.e. SA and Zero missions)

edit 2: saying that "what you said is a fallacy" doesn't actually say anything and certainly doesn't falsify the argument, you should at least specify what kind of fallacy it is (https://en.wikipedia.org/wiki/List_of_fallacies)

Tokyo, Japanblacklev9 years ago

Alternate route for the vegeto strat if you get an early copcar (same as the shotgun replay one except the bribe in the alley is routed in near the hospital)

https://drive.google.com/file/d/0B38XMNjp-HeiS1ZrMGNnWURJc28/view?usp=drivesdk

As you can see, the star doesnt really cost a lot of time, but it saves you from a lot of resets (copcars troll with 2¤ all the time, especially near the alley with the shotgun replay). The rest of the drive (after the bribe) is included so you can time the route change or get references for the rampage timer.

Tokyo, Japanblacklev9 years ago

I agree completely, I don't usually post anything on the forums before I consult other people in some way (IRC/Steam chat/whatever, for the reasons you said, mainly to find out if the info I was about to post is new or not, valid or not, etc), and the reason that I post here is so that everyone can see it (+ the other reasons I mentioned) and give feedback.

I think that managing the Discord part of the community could be posted to Discord (for the same reasons as I said above). By the same logic, managing IRC stuff should go to the IRC. This is based on the "relevancy" argument. IRC has the drawback of no permanent message storage, of course, but that can be countered by posting some logs and accepting feedback afterwards, but at this point this is all trivial

Tokyo, Japanblacklev9 years ago

3

edit: Response to MH's first post: In my opinion, leaderboard management or anything else regarding speedrun.com should be discussed on the speedrun.com forums instead of the IRC, because:

  • it more is relevant here
  • you can reference posts here easily (impossible on IRC)
  • people can see discussions after they happen for the rest of eternity
  • people can give feedback way after the discussion happened if there is something new that is relevant
  • counting votes is possible here unlike IRC
  • some people who care about the LB and the forums don't frequent the IRC (like myself)
Tokyo, Japanblacklev9 years ago

thanks! tfw cannot follow the series so no notification for me

yeah that thread has everything i wanted, thank you again

Tokyo, Japanblacklev9 years ago

1 edit: read below, my question has an answer already

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