Freeman is so fast not even the AI can calculate his location before he has flew past another level.
How the fuck did he get that much health?
[editline]April 12[/editline]
Question was answered while I had the thread open :v:
Damn wasn't the last time like 23 or 31 minutes?
No matter how many times I watch speedruns. The way they can keep their momentum like that is always incredibly impressive.
[QUOTE=Tetsmega;44530232]Damn wasn't the last time like 23 or 31 minutes?[/QUOTE]
Spider-Waffle's run was 29:41
I am finding it to be utterly impossible not to respect the gargantuan amount of effort that went into this.
Absolutely insane how much the transitions synch up. Even the health and armour is the exact same throughout player transitions.
I'm guessing it's some mapping exploit or something, but some parts of the run look extremely like jump cuts (take for example the sudden jump to the start of On A Rail from the room with all the houndeyes
[QUOTE=lonefirewarrior;44529851]Imagine the looks on the faces of the scientists and enemies when they see some dude flying through the halls like that.[/QUOTE]
[IMG]http://truepcgaming.com/wp-content/uploads/2013/01/barney.jpg[/IMG]
[QUOTE=TerrorShield;44530053]Too bad we can never see these things in third person or filmmaker perspective. That would be pretty cool.[/QUOTE]
Isn't that exactly what happens during the credits?
[QUOTE=CoolCorky;44530267]I'm guessing it's some mapping exploit or something, but some parts of the run look extremely like jump cuts (take for example the sudden jump to the start of On A Rail from the room with all the houndeyes[/QUOTE]
Like the snippet says, it was done by multiple people in over 300 individually optimized segments they then cut together.
fucking incredible, he used the solider to jump as he shot him in the head, and that ichthyosaurr that ate the scientist as well....
[QUOTE=Tetsmega;44530232]Damn wasn't the last time like 23 or 31 minutes?[/QUOTE]
29 mins
I love how they finished the playthrough at 1 health.
Makes it even more funny with the grunts shouting "MOVEMENT!" as Freeman skips past.
[QUOTE=MasterFen006;44530090]Also I beg of you [B][I]PLEASE[/I][/B] download a copy of this and watch it in 60/[B]120FPS[/B] right now, it will be SO much more enjoyable.[/QUOTE]
don't download it in 120fps if you don't have a 120hz monitor, it will stutter like fuck if you don't.
There's a few bits that look like sudden jump cuts they're so quick. I'd love a slo-mo and explanation video of some of the incredibly fast bits.
[QUOTE=TerrorShield;44530053]Too bad we can never see these things in third person or filmmaker perspective. That would be pretty cool.[/QUOTE]
I made the credits, and at least like 70% of the demos are not functional in the format you see because of some HLTV problem.
I guess I'll post some other things about the credits. To play back demos with a spectator perspective you use dem_forcehltv 1 and viewdemo. This default mode is very limited so I made a custom mod that removes some HUD stuff and removes the spectator limits, add mouse smoothing and ability to set FOV etc. The demos that did work I played back at 0.2 timescale (a HLTV director after effect you can place if you launch with -demoedit) and moved the camera manually over and over until I got what I wanted.
I hope they release a commentary. Although they might need to pause around a bit.
All I could think was: "WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE"
that was one hell of a speed run
fascinating to watch
When he jumps off the icthyosaur's head
When he jumps through walls
When he somehow forces himself through an exploding wall of crates
[QUOTE=CoolCorky;44530267]I'm guessing it's some mapping exploit or something, but some parts of the run look extremely like jump cuts (take for example the sudden jump to the start of On A Rail from the room with all the houndeyes[/QUOTE]
I believe that trick is called trigger delay, more info here: [url]http://wiki.sourceruns.org/wiki/Triggerdelay[/url]
[QUOTE=Xyrec;44530348]don't download it in 120fps if you don't have a 120hz monitor, it will stutter like fuck if you don't.[/QUOTE]
oops so that's why it was so slow compared to the sound.... strange.
Me after watching the video:
[video=youtube;IRGDcux4GEw]http://www.youtube.com/watch?v=IRGDcux4GEw[/video]
Imagine 1v1ing this fucking guy
[editline]12th April 2014[/editline]
Imagine 1v1ing this fucking guy(s)
"FUCK YOU STOP FLYING"
And now we take time to inventory the state of modern gaming:
[IMG]http://i.4cdn.org/v/src/1397346292894.png[/IMG]
/v/ is never happy
Someone should beat his world record by using console commands to skip to the final level.
[QUOTE=Oblivion Knight;44530260]Absolutely insane how much the transitions synch up. Even the health and armour is the exact same throughout player transitions.[/QUOTE]
Because they share their perfected save....?
how does he survive all the fall damage is what gets me like he just slid down the entire elevator shaft and landed on the ground without any damage, is there some trick to jumping right when you hit the ground?
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