[media]https://youtube.com/watch?v=kRyi7TwB9Wo[/media]
Holy shit. That just made my night.
Holy hell I was impressed by the first map, I was on the edge of my seat ahaha.
But I just finished watching Map 2, DAMN. That was even better. I was not aware of that shortcut.
Just beating a Campaign solo with no special Mutations to balance it out is already tough as it is, since all it takes is one Special Infected catching you off-guard and that's that, and the AI Director isn't going to cut you any slack either. Hardest difficulty on Realism mode is practically a bragging rights formality at that point given how fast you can die - if you can avoid all that shit in the first place, that just means you're only gonna get wrecked for your mistakes.
Jesus christ almighty. I mean, I like to think I'm pretty good at L4D. Managed to beat every campaign on expert in the first one.
But this dude just makes me wanna cry.
This is intense.
I never realized just how good the timing for the dialogue is. Especially the laughter when fighting the tank at the end and when it looks like the smoker has him
Holy SHIT.
Is he playing the censored version of the game? Or is the gore disabled so he gets more visibility?
:incredible:
how did he predict stuff like where infected were in the corn field?
[QUOTE=Dr.C;49669151]I never realized just how good the timing for the dialogue is. Especially the laughter when fighting the tank at the end and when it looks like the smoker has him[/QUOTE]
That's not timed dialog.
That's him specifically using voice commands to make Nick laugh.
The voice wheel doesn't show up since I guess he's using the demo recordings.
Unless that's what you mean and I can't read right now.
[editline]3rd February 2016[/editline]
[QUOTE=MasterKade;49669414]:incredible:
how did he predict stuff like where infected were in the corn field?[/QUOTE]
He has a good sense of audio direction, so he can kind of get a feel of where the boomer was.
[QUOTE=Cold Finger;49669422]The voice wheel doesn't show up since I guess he's using the demo recordings.
[editline]3rd February 2016[/editline]
He has a good sense of audio direction, so he can kind of get a feel of where the boomer was.[/QUOTE]
Yeah, it's demos, telltale sign is the zombies jittering around, can be fixed by setting host_timescale 0 during playback.
Also sounds like he's using the panned stereo audio, he might get better spatial resolution if he uses the headphone option, since it does a better job.
[QUOTE=Dr.C;49669151]I never realized just how good the timing for the dialogue is. Especially the laughter when fighting the tank at the end and when it looks like the smoker has him[/QUOTE]
I think the laughter towards the end was done with the command wheel, because of how frequent it was. Could be wrong though. Either way, this is a sick playthrough. I can barely even do Realism NORMAL with a team of 4.
Hard Rain is the only vanilla campaign that consistently gives me trouble on realism expert, regardless of the skill of my teammates. Any others are a complete breeze by comparison, with only Dark Carnival and its various gauntlet events coming close
That second tank in the finale.
The last shot.
THE LAST FUCKING SHOT.
[QUOTE=Cold Finger;49669422]He has a good sense of audio direction, so he can kind of get a feel of where the boomer was.[/QUOTE]
This is entirely true, and also very important. L4D utilizes audio cues well, and listening for them gives important information about the level's surroundings - not only the location and distance of nearby Special Infected, but also which class it is. Audio cues are also given for incoming horde attacks. Knowing what you're coming up against can help you prepare to do so; whether that's getting in the nearest corner for a horde, staying close to a wall for a Smoker, staying out in the open for a Boomer, and so on. I neither listen to nor understand listening to music while playing L4D, because it only detracts players from hearing these audio cues.
On the topic of the video: Even as somebody who solely plays campaigns on Expert difficulty (but doesn't often play solo), I have to say that this is a pretty impressive run. However, I almost doubt that every stage of the campaign was completed without a failure, because L4D also relies [I]very[/I] heavily on the decisions of the Director, including where Special Infected spawn, how many Common Infected populate any given area, which and how many items spawn on the stage, and where or if the Tank will spawn (which, funny enough, seems to happen more than once in every stage apart from the finale in this run - I assume this is a custom mutation as opposed to just single player with the bots kicked). When I'm playing Hard Rain on the same difficulty level as he, I usually toss out Bile much sooner - optimally almost immediately after leaving the saferoom - as to prevent more SI from spawning (which they do as soon as you leave the room), but it looks like he tries to save it for use on the Tank, which completely makes sense especially considering that more than one of them spawned in any given stage (and furthermore, he's doing this alone instead of with three other players). I was familiar with the elevator skip prior to watching this video, too, but proper utilization and coordination with it is not very easy with you and three other players. Hence why I don't use it very often unless my team really feels like hauling ass.
[QUOTE=Morbo!!!;49669581]Hard Rain is the only vanilla campaign that consistently gives me trouble on realism expert, regardless of the skill of my teammates. Any others are a complete breeze by comparison, with only Dark Carnival and its various gauntlet events coming close[/QUOTE]
Don't get me wrong: Hard Rain used to be my least-favorite campaign as well, and for a long time it was the only one I still needed to complete in order to get the "Still Something to Prove" achievement. However, when joining a lobby one day last year, a player with more experience than me completely changed my perspective on the campaign, and nowadays it might even be my [I]favorite[/I] of all the Valve campaigns. The secret? Use Bile.
That's right, you'll never know just how important Bile is to finishing Hard Rain quickly and easily on Realism Expert until you try it out yourself. As I mentioned before, SI spawns will be paused while it's active, and CI will be distracted, giving a big window for sliding through the majority of a stage without real encounters with either. And if you get far enough from the Bile throw by the time it wears off, the horde will be too far to come back for you. Using this method, I've found that my rate of failure on Hard Rain - especially stage 2 - decreased from almost always to practically never (unless we get an unlucky early Tank spawn on stage 2), because my team and I weren't making ourselves sitting ducks to the constant SI and CI spawns and just opted for legging through the whole thing instead. It's pretty easy to finish in less than half an hour, like this video does. Here's some tips that I've gathered from repeated playthroughs:
• As it was mentioned twice before, use your Bile. On any stage, including the beginning and maybe apart from the finale, just toss one out and have you and your team leg it as far you can before it wears out. If you have another, feel free to toss that one out, too. You're guaranteed more than one Bile spawn in three of the saferooms and almost always at the beginning. Sure, it might be helpful to find weapon and item spawns when you're first going through the town, but chances are you'll be running past them on the way back
• Basically, as the previous step implies, don't procrastinate. The more running you do, the less SI that spawn
• If you don't want try scaling down the factory wall during the elevator crescendo, a bett place to hold out during that is on top of the silo right beside the trailer. Inside the factory leaves you open to attacks in more than one direction, but on top of the silo assures you only have to defend the ladder (and look out for Smokers, like always)
• Tanks are especially a pain on stage 4 (the flooded town). You should always be carrying adrenaline on you in the event that you need to be running quickly through water (and, if you and your team can carry their own weight, this is all you'll need it for). If you find this not be the case, the best way to counter a Tank is by jumping from one roof to another as he climbs up to yours. Ideally, the best place for this is the row of mobile homes somewhere near the ambulance
• On the finale, try having you and your team defend from the top of the ventilation shaft on the Burger Tank roof. With all four on there, they can easily protect teammates from Smokers and Jockeys, although it does leave the team more impervious to Spitter attacks
With all this considered, and a good team assembled, I think you'll find Hard Rain much easier. After all, it's how it quickly became my favorite L4D2 campaign
[QUOTE=MasterKade;49669414]:incredible:
how did he predict stuff like where infected were in the corn field?[/QUOTE]
7.1 surround = godlike position detection, can't count the number of times I was accused of hacking by shooting dumbasses who didn't stay quiet through walls.
[QUOTE=Tangerine;49669753]
• Basically, as the previous step implies, don't procrastinate. The more running you do, the less SI that spawn[/QUOTE]
This is probably the most important advice to follow for any L4D game. Its especially true during versus matches. The devs balanced the game quite well, but they had to balance it for an average group of 4v4 random pubbers who play the game at an average pace with minimal teamwork. If the survivors have even a modicum of teamwork and they simply sprint as fast as possible throughout the level, the infected will barely have enough spawns to even attempt to stop them.
[QUOTE=27X;49669814]7.1 surround = godlike position detection[/QUOTE]
People really don't give audio the respect it deserves, being able to determine not only the direction of the enemy but their [I]distance[/I] relative to you via sound is a serious edge—using both to determine the movement of enemies from beyond walls is godly, and gets you accused more often than not. Atmospherics are made far more enjoyable too.
Conversely, games with poor audio become really pronounced and a chore to hear. A recent play through of RE4 demonstrated this aptly to me.
Is it just me, or does it look like he was using a lower host_timescale? The jittery movements he makes, and the predictions he makes for where enemies will go to/charge/toss things makes it look like he is. Anyone could recreate this if they wanted to, just record demos with host_timescale set to 0.3, then play back the demos at host_timescale 1.0.
If this really is real-time, then it's pretty impressive. But it looks really artificial.
[QUOTE=Xyrec;49670047]Is it just me, or does it look like he was using a lower host_timescale? The jittery movements he makes, and the predictions he makes for where enemies will go to/charge/toss things makes it look like he is. Anyone could recreate this if they wanted to, just record demos with host_timescale set to 0.3, then play back the demos at host_timescale 1.0.
If this really is real-time, then it's pretty impressive. But it looks really artificial.[/QUOTE]
The jittery enemies are a bit weird, but I don't know if it's him changing the timescale any, weird buggy animations have happened because of demo recordings since they were first introduced on source. He also said in the comment section for The Parish that these aren't perfect playthroughs and they're stitched together safe-house to safe-house, still impressive as hell imo.
[QUOTE=Thatrandomuser;49670066]The jittery enemies are a bit weird, but I don't know if it's him changing the timescale any, weird buggy animations have happened because of demo recordings since they were first introduced on source. He also said in the comment section for The Parish that these aren't perfect playthroughs and they're stitched together safe-house to safe-house, still impressive as hell imo.[/QUOTE]
That makes sense, so it's kind of a segmented run, which makes it a bit easier :v:
Also, I wasn't talking about the jittery enemies, I was talking about the mouse movement; if you record a demo of you running around and shooting enemies at a lower timescale, then play it back, it looks odd, because there are quick sudden movements. The video has a lot of those quick sudden movements.
[QUOTE=Xyrec;49670047]Is it just me, or does it look like he was using a lower host_timescale? The jittery movements he makes, and the predictions he makes for where enemies will go to/charge/toss things makes it look like he is. Anyone could recreate this if they wanted to, just record demos with host_timescale set to 0.3, then play back the demos at host_timescale 1.0.
If this really is real-time, then it's pretty impressive. But it looks really artificial.[/QUOTE]
Left 4 Dead 2's bot movement and behavior is pretty rigid and, admittedly, predictable [sp]except for the Jockey[/sp]. With enough experience dealing with both Common and Special Infected, calculating their movements just about becomes second nature in a relatively short amount of time. Besides, the motions for some are pretty straightforward: dodging a Tank's boulder essentially just involves moving the opposite direction you were moving as the boulder left his hands, and punting a Hunter back as it leaps only involves proper timing of a shove. It's a similar case for slicing a Smoker's tongue with a bladed weapon or knowing where and how Common Infected will circle around you (though the latter can really just be countered by shoving your weapon around in that general direction).
I'm almost certain he's not using a low host_timescale because, if he was, then chances are he'd consistently land headshots and rarely, if ever, miss. That's not the case in this video. If you want an actual example of using a low host_timescale value and never missing, look no further [sp](video courtesy of our very own Marphy Black)[/sp]:
[video=youtube;nKWVjbsSYQc]https://www.youtube.com/watch?v=nKWVjbsSYQc[/video]
[QUOTE=Tangerine;49670103]I'm almost certain he's not using a low host_timescale because, if he was, then chances are he'd consistently land headshots and rarely, if ever, miss. That's not the case in this video. If you want an actual example of using a low host_timescale value and never missing, look no further [sp](video courtesy of our very own Marphy Black)[/sp]:
[video=youtube;nKWVjbsSYQc]https://www.youtube.com/watch?v=nKWVjbsSYQc[/video][/QUOTE]
The timescale in that video is really really low, probably something like 0.1, which makes the movement super jittery :v: In the OP's video, it looks like he's only playing at 0.3-0.5.
[editline]4th February 2016[/editline]
The lower timescale you use, the more exaggerated the mouse movements and reaction times will be.
[QUOTE=Xyrec;49670079]That makes sense, so it's kind of a segmented run, which makes it a bit easier :v:
Also, I wasn't talking about the jittery enemies, I was talking about the mouse movement; if you record a demo of you running around and shooting enemies at a lower timescale, then play it back, it looks odd, because there are quick sudden movements. The video has a lot of those quick sudden movements.[/QUOTE]
I'm pretty confident it's just the demo playback, L4D2 has a slightly broken system for whatever reason, and unless you have host_timescale 0 set when playing back, everything gets a bit wonky. Even then the aim gets reduced to the 33 ticks the serverside runs, plus some weird interp issues. If you have a lower fps during demo recording, it can also cause some wonky aiming, it's not a perfect system.
[QUOTE=glitchvid;49670137]I'm pretty confident it's just the demo playback, L4D2 has a slightly broken system for whatever reason, and unless you have host_timescale 0 set when playing back, everything gets a bit wonky. Even then the aim gets reduced to the 33 ticks the serverside runs, plus some weird interp issues. If you have a lower fps during demo recording, it can also cause some wonky aiming, it's not a perfect system.[/QUOTE]
Oh, that might be why it looks so artificial.
Valve needs to step up their demo recording game :v:
[QUOTE=Thatrandomuser;49670066]The jittery enemies are a bit weird, but I don't know if it's him changing the timescale any, weird buggy animations have happened because of demo recordings since they were first introduced on source. He also said in the comment section for The Parish that these aren't perfect playthroughs and they're stitched together safe-house to safe-house, still impressive as hell imo.[/QUOTE]
His items, ammo and health stay consistent in this video though, so it does look like one run.
[QUOTE=Novangel;49670153]His items, ammo and health stay consistent in this video though, so it does look like one run.[/QUOTE]
ye I definitely agree this one appears to be one run, but hey, he said himself it's not always a single run
[QUOTE=Thatrandomuser;49670884]ye I definitely agree this one appears to be one run, but hey, he said himself it's not always a single run[/QUOTE]
Makes sense to me, the individual successful runs may be stitched together, but it's one continuous "play" through the map.
To clarify further, if he dies trying to get through, the game just drops him in the previous saferoom as it was when he got there in the first place, this means through each "segment" the items stay the same, because it's the same "play" trough the map.
[QUOTE=superstepa;49669365]Is he playing the censored version of the game? Or is the gore disabled so he gets more visibility?[/QUOTE]
Playing without the gore can give you a better framerate depending on your setup, so it might be intentional.
Reminds me of back when I played l4d2, I was playing online (on a high difficulty, don't remember which one ) and I met one of the best players at l4d ever. He knew the perfect time for everything, I swear to god he could pass off as someone who made the game himself.
Of course, he also strictly roleplayed as a guy obsessed with propane tanks (he would always carry one around when he found. he refused to shoot them and would get pissed and emotional if you shot one) Probably one of the funniest and best players i've met in any game. he would only play as louis.
I just wish I could find him again. Great guy.
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