This is not a single segment run, therefore I manipulated ammo amounts for each level individually.
Ok, I didn't. Ammo management is completely irrelevant in this mission, so I just rolled with what I had from before.
"Non-glitched" means that I don't complete objectives (or activate alarms) from previous attempts' deaths.
Breakdown:
0:03 - Wolfram - 1:29.96
I improved my strat from the glitched run so that I increase my odds of living (they're still pretty slim) and enable to get a 3rd open door. This run was very good, even though I didn't get 3rd open door, and it was actually kinda slow. I'll eventually grind a good triple open door run, but it's very luck based. I like the level nonetheless.
On full runs I would not have the alarm ring until after clearing the bridge section.
Glitching the alarm still saves probably around a second, just because you don't have to strafe to the alarm. But grinding duplicates for both runs is not what I want at the moment.
1:37 - Rooftops - 0:44.34
Good movement-only level. Had a cringe wide turn at the beginning, but I only got shot once on the first roof jump, which is fine.
2:26 - Hunter's - 1:13.94
Horrible strafing level where every random guard can get you stuck and kill your run. I just wanted a 113 and will probably never go for lower.
3:44 - Dive! - 0:30.50
Another ridiculous guard-luck based level. This time beats my current glitched run (30.63) solely on resetting for a decent narrow tunnel - which could've been better, but I'm really not excited to grind a better one (which would be a perfect 5-jump to stairs, or 4 if you get lucky and one of the guards doesn't spawn).
On Full Runs, the terrible sniper rifle is actually useful, because you can no-scope blast at the narrow tunnel guards. They can kill you if you don't act quickly after a missed jump.
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