Author Topic: The Goldeneye Facts Topic (Speedrunning ONLY!)  (Read 70664 times)

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The Goldeneye Facts Topic (Speedrunning ONLY!)
« on: January 10, 2013, 11:47:46 am »
Links to other posts:
Surface 1 Random Guards: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg380421#msg380421
Death Animations: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg380814#msg380814
Damage Animations: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg381193#msg381193
(Quick)Pauses: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg381786#msg381786
Facility: Dr. Doak: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg383070#msg383070
Statue: Flight Recorder: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg384646#msg384646
Frigate: Hostages: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg386044#msg386044
Weapons & Noise: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg387200#msg387200
Goldeneye's RNG: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg388188#msg388188
Train: Guards: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg389141#msg389141
Streets: Spawning Guards: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg389472#msg389472
Control: Black hat guards: http://forums.the-elite.net/forum/index.php?topic=18518.msg397922#msg397922
Control: Natalya: http://forums.the-elite.net/forum/index.php?topic=18518.msg398014#msg398014
Depot: Spawn guards: http://forums.the-elite.net/forum/index.php?topic=18518.msg398709#msg398709
Control NTSC/PAL Doors: http://forums.the-elite.net/forum/index.php?topic=854.msg399585#msg399585
Frigate: Loading/Unloading NPC's: http://forums.the-elite.net/index.php?topic=18518.msg407325#msg407325
Guards: Tracking Bond: http://forums.the-elite.net/index.php?topic=18518.msg408761#msg408761
Deaths: http://forums.the-elite.net/index.php?topic=18518.msg409100#msg409100
Egypt: Golden Gun Room: http://forums.the-elite.net/index.php?topic=18518.msg410563#msg410563
Statue: The Trev Shot: http://forums.the-elite.net/index.php?topic=18518.msg410992#msg410992
Facility: Good/Bad Trev: http://forums.the-elite.net/index.php?topic=18518.msg411360#msg411360
Caverns: Drone Gun Manipulation: https://forums.the-elite.net/index.php?topic=18518.msg446772#msg446772
Lag & Lookdown: https://forums.the-elite.net/index.php?topic=18518.msg450020#msg450020
Death Animations Ordered by Speed: https://forums.the-elite.net/index.php?topic=18518.msg451133#msg451133
Miscellaneous Facts for Every Level: https://forums.the-elite.net/index.php?topic=18518.msg455830#msg455830
Types of Guards in Every Level: Levelhttps://forums.the-elite.net/index.php?topic=18518.msg456102#msg456102

Videos:
Unloaded NPC Movement: http://forums.the-elite.net/index.php?topic=18518.msg411635#msg411635
New Cradle Strat Explained: http://forums.the-elite.net/index.php?topic=18518.msg429233#msg429233
Suicide Strat Explained: http://forums.the-elite.net/index.php?topic=18518.msg431910#msg431910

Icy's Hypothetical, Theoretical, and Underused Strategy Compendium Thread:
https://forums.the-elite.net/index.php?topic=21745.msg444253#msg444253
« Last Edit: August 08, 2018, 08:13:48 pm by Grav »

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Re: The Random Goldeneye Facts Topic
« Reply #1 on: January 10, 2013, 11:58:33 am »
I got some requests today to make a thread/site containing all the random GE facts/how stuff works etc... Since it would take alot of work/time to do that though i figured that instead i might make a topic where poeple can request info on certain topics or simply ask questions. I'll probably also write about topics that i find interresting myself from time to time. Right now most of this kind of info is scattered all over the forums so i might also re-post some old stuff in here for the sake of it being easy to find.

Anyway, i'll start out with a topic that arose while in Ace's stream today:

Baron Samedi: Positions after spawning


The question that came up in stream was regarding the 2nd Baron's position. As you've probably noticed, the baron doesn't always stay in the middle of his explosion, but rather a bit to the right, allowing us to shoot him from an optimal position far away. However, this isn't always the case, sometimes he's on the left side, and sometimes he doesn't move at all. So what determines his position? The answer is simple and probably already known by many poeple:

If you've ever walked up to the baron shortly after him spawning, you'll notice that he constantly tries to face Bond. Exactly like Valentin/Miskin does. So it's actually possible to Val-strafe him around for a few seconds before his evil laugh.

Now notice which way he faces when he spawns:



Since he spawns facing the opposite direction of where Bond usually is on wr runs, he needs to walk around in a half-circle to face Bond. And this brings him either to the left or the right. So him being to the left or the right simply depends on if Bond is to the Baron's left or right, since he uses the shortest path he can find to face Bond.

But what about the 3rd Baron? Why isn't he standing more to the left sometimes allowing us to hit him from further away? Well:


As you can see, he is already facing towards Bond and therefor won't do the half-circle movement. There is another fact preventing this as well, which is less obvious. If you don't have a direct line of sight to the baron (pillars are fine to have in the way, but not walls), the baron won't move. He'll stay still in the middle of the explosion without turning to face Bond (actually he "teleports" to the right angle). So on normal wr runs, unless you got an uber-slow death, you won't be able to see the 3rd Baron spawn and therefor he won't move.

So in conclusion, to guarantee a good 2nd Baron position you need to:
1. Stay on the right side of him when explosion goes off
2. Have a direct line of sight

That's it for today. Now feel free to post requests about what my next topic should be.

There's more to Baron Samedi I was hoping you'd get into there.

His health... is it always consistent?  I'm pretty sure it's not.  I think Alex knows most about this.  He used to say something about how his health kind of compounds.

For instance, on agent, we know you only need LIMB LIMB BODY to kill him.  But if you get HEAD HEAD on first two, then a LIMB shot is enough on the third Baron?

Or alternatively on SA/00A, if you get a LIMB shot first baron, then sometimes a BODY is not enough to kill the 2nd Baron.

Is any of this true?
« Last Edit: October 01, 2017, 01:34:01 pm by Grav »
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Re: The Random Goldeneye Facts Topic
« Reply #2 on: January 10, 2013, 12:24:13 pm »
I think thats just a theory, but I could be wrong.
Ive never killed the last baron with a body shot before on SA/00A, and Ive never killed him without a chest shot on Agent.
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Re: The Random Goldeneye Facts Topic
« Reply #3 on: January 10, 2013, 01:40:29 pm »
Yeah I just tested quickly on agent, 2 headshots for the first two barons does not allow a limb shot 3rd baron death.  So I guess there goes that theory.


Henrik, I will obviously be posting a lot of questions in this thread.  But here's one to start.


STATUE - TREV'S BOUNDARY


This needs a lot more exploration.  How does the boundary around Trevelyan work?  There is clearly an area you can't pass, otherwise Obj B fails.  How clearly defined is this area?  What exactly is the boundary?  When does it become active?  We know it becomes inactive as soon as Obj B completes (or at least it doesn't matter anymore.)

Clemens and I have discussed the possibility of a strat that allows you to pass through the boundary and start running back to the helicopter early.  Is there ANY way around the boundary?  I imagine putting on turbo mode and slow animation, getting to the Lenin statue so Trev starts walking out, and then getting out of there quickly.  Something of that sort.  Is there a way out?

Maybe this can be your next investigation  :nesquik:
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Re: The Random Goldeneye Facts Topic
« Reply #4 on: January 10, 2013, 02:12:42 pm »
Well i've tested that too from time to time and it's almost certainly impossible to bypass GE's checks. The reason is because of how the checks are made. Instead of asking "Did Bond pass the boundary line?" every frame, the game asks, "Is Bond outside the boundary?" each frame. Therefor being outside the boundaries before you're supposed to doesn't work. Even if you could teleport out of the boundaries and a kilometer away it wouldn't help, you'd still fail.

I'm not 100% sure if this is how it's done on Statue (it's not done that way on Train at least) but i'd be suprised if it wasn't.

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Re: The Random Goldeneye Facts Topic
« Reply #5 on: January 16, 2013, 04:50:43 am »
Henrik, can you also test (Better on a N64) the loading of levels between PAL and NTSC.
It feels like PAL loads up faster because of the music but I actually don't know what's next. Can you figure it out?
Thanks.
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Re: The Random Goldeneye Facts Topic
« Reply #6 on: January 16, 2013, 05:49:01 am »
I'm not sure if i'm the best person to test this on an N64 since the only way i can play NTSC is through a converter (which may or may not speed up the game?).

A quick stopwatch test loading up Dam on emulator though showed no major differences, roughly 11 seconds load time for both systems. If there's a difference than it's probably only a matter of tenths. The number of frames it takes to load is different though, but considering the framerates of NTSC/PAL the real time is still very similar.

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Re: The Random Goldeneye Facts Topic
« Reply #7 on: January 16, 2013, 06:34:40 am »
Okay i might as well throw up the next topic while i'm at it:

Surface 1: Spawn Guards

In order to improve the strats used on Surface 1 SA/00A, one might consider using a grenade strat. Skipping the GL and instead going for a nade *might* save some time if done well (though less boosts might make it worse in the end :b). The difficulty that a grenade strat would've been most useful on though is Agent. So why isn't it used there? What's the catch?

If you've ever tried the Agent strat on SA/00A, you'd find out that it is in fact possible to get a grenade without changing the route at all. A random guard can spawn in such a way that he is right outside the satellite dish when you get there. So you could definately get sub 1 min doing Agent strat on SA/00A (and very good Fast Exits). But why do we never see him on Agent? The reason lies in some subtle differences between the difficulties on Surface 1.

On SA/00A, The random guards spawning process don't start until you've entered one of these rooms:



So you could camp in the beginning of the level forever without any random guards coming your way. On 007 mode however, this doesn't work because the random guards start spawning as soon as the level starts.

So what about Agent? The trigger for the random guards has nothing to do with entering any rooms. Rather, you need to kill the Large Key guard. Injuring him, letting him see you or entering his hut does nothing. But killing him triggers the spawning process. This is the reason why we never see any random guards on normal agent runs, we don't kill this guard.

An interresting thing that i just found out though, if you let the Large Key guard see you and then run towards the satellite dish or beyond, and kill him there, no random guards will spawn. So simply killing him isn't enough. You actually still need to enter one of the 2 rooms shown above to start the spawning process.

So in conclusion, here are the triggers for random guards on all difficulties:

Agent:     Kill Large Key guard + Enter one of the 2 rooms
SA/00A:  Enter one of the 2 rooms
007:       None

Update 2018-08-01: I've finally stopped being lazy and decided to add the rest of the info on the spawn guards. And you all know what that means... more coloful pictures! But first, let's go through the basics. There are 4 spawn guards in total, and their spawn times are based on the following logic, which each guard runs independently of the others and begins when the cinema starts playing:

Code: [Select]
1. Wait 120 frames (2 seconds).
2. Wait for spawns to be enabled (described in my original post above).
3. Wait 120 frames (2 seconds).
4. If the guard is currently alive (hasn't finished death animation), go back to step #2.
5. If cinema is playing, go back to step #2.
6. If RNG is greater than 200 (21.48%), go to step #8.
7. If Unarmed/Hunting Knives/Throwing Knives/PP7/PP7 (Silenced)/Sniper Rifle is out, go back to step #2.
8. If RNG is greater than 50 (80.08%), go to step #10.
9. If Klobb/Grenade Launcher/KF7 is out, go back to step #2.
10. Spawn guard!

Notice that the odds depend on which weapon Bond currently has out:

WeaponProbability
Unarmed/Hunting Knives/Throwing Knives/PP7/PP7 (Silenced)/Sniper Rifle21.48%
Klobb/Grenade Launcher/KF780.08%
Other100%

So now we know when they spawn, but not where. All levels in Goldeneye are divided into rooms/areas, and in the case of Surface 1, entering certain rooms changes the guards' spawn locations. The map below shows the rooms with color highlights, as well as red circles indicating spawn locations, and colored numbers (corresponding to the room colors) between 1-4 so signify which of the four guards that can spawn in that location. Non-highlighted areas simply use the previously entered room's spawn locations.



Okay so now we know when and where they spawn, but not how they will behave once spawned. To be continued...
« Last Edit: August 01, 2018, 12:10:53 pm by Wyst3r »

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Re: The Goldeneye Facts Topic
« Reply #8 on: January 16, 2013, 12:08:57 pm »
Sounds insane

what is this GE programming sorcery

what's up with the weird highlighting?

What do the blue/red/green arrows represent?
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Re: The Goldeneye Facts Topic
« Reply #9 on: January 17, 2013, 03:56:28 pm »
Good stuff
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Re: The Goldeneye Facts Topic
« Reply #10 on: January 17, 2013, 07:04:51 pm »
I already covered Baron's health 13 years ago on my FAQ on gamefaqs. I also was the first person to discover how to get the 2nd Baron on the right side of the pillars by Bond's positioning like 10 years ago.

Yeah, I'm pretty awesome.
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Re: The Goldeneye Facts Topic
« Reply #11 on: January 17, 2013, 07:11:52 pm »
Baron's health copied from my FAQ... for SA/00A

------------------------------------------------------------------------------

LEVEL: EGYPTIAN

GUARD OR NPC:     HEALTH POINTS:         BODY ARMOUR POINTS:

Most Russian            4                        0
Soldiers

Russian Soldiers
that arrive after       5                        1
you kill Baron
Somedi twice

Baron Somedi(1)        21                       19

Baron Somedi(2)        51                       99

Baron Somedi(3)        51                      299

If using The Golden Gun

All Russian             1                        0
Soldiers

Baron Somedi(1)         1                        0

Baron Somedi(2)         2                        0

Baron Somedi(3)         1                        3

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Re: The Goldeneye Facts Topic
« Reply #12 on: January 17, 2013, 08:01:14 pm »
Yeah, I'm pretty awesome.

Then keep up the glory with a new Control strat!

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Re: The Goldeneye Facts Topic
« Reply #13 on: January 18, 2013, 05:30:28 am »
Quote
I already covered Baron's health 13 years ago on my FAQ on gamefaqs. I also was the first person to discover how to get the 2nd Baron on the right side of the pillars by Bond's positioning like 10 years ago.

Yeah alot of this stuff gets forgotten over the years, so even though this is old stuff most poeple today have no idea about it. That's why it's a good thing to have a topic like this to collect such information.

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Re: The Goldeneye Facts Topic
« Reply #14 on: January 18, 2013, 06:43:31 am »
OK, here's my question.

What determines "Good" or "Bad" Trev on Facility.

There's Goose with his PP7 strat and looking right...all that ( :kappa: ) but what's the truth behind the madness?

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Re: The Goldeneye Facts Topic
« Reply #15 on: January 18, 2013, 07:48:46 am »
RNG is RNG

I don't believe in any of these weapon choice voodoo charlatanisms. Looking angle maybe, since it's known to affect loading / unloading objects in GE (e.g. heli at tracker bug throw).

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Re: The Goldeneye Facts Topic
« Reply #16 on: January 18, 2013, 08:47:49 am »
im not convinced on this baron samedi stuff because he doesn't always die to 1 head shot on 00 agent.
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Re: The Goldeneye Facts Topic
« Reply #17 on: January 18, 2013, 09:35:09 am »
A high body shot can sometimes look like a headshot, so are you really 100% sure about this? Have you seen the headshot count in the end screen?

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Re: The Goldeneye Facts Topic
« Reply #18 on: January 18, 2013, 10:46:04 am »
Fact: ace is champ  :kappa:

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Re: The Goldeneye Facts Topic
« Reply #19 on: January 18, 2013, 01:26:22 pm »
yes because i've r aimered his face and hes lived on seperate occasions
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Re: The Goldeneye Facts Topic
« Reply #20 on: January 18, 2013, 07:13:01 pm »
I sat there with a PP7 multiple times and shot him 350 times in the leg to calculate his health. If you're not killing him with a head shot it's either becaues 1. You're not hitting him in the head (video proof?), or that you are hitting him in the head but the game is registering it as a body shot. I.E You can hit Trev in the body on statue and the game will register the damage as a limb shot.

He has 299 bar of body armour and 51 bars of health. I've proved it using the scientific method. I'd believe that over "i've r aimered his face and hes lived on seperate occasions".  :nesquik:

The Golden Gun is 100 times more powerful than PP7 (It will take away 100 bars of health for a limb shot). If you shoot 3rd baron in body with Golden Gun, you will then need to shot him 150 more times in the leg with a PP7 to kill him. You can just put in the effort to find out if you're not sure.

BTW Henrik, I was just being silly :)
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Re: The Goldeneye Facts Topic
« Reply #21 on: January 19, 2013, 09:57:35 am »
2nd baron doesn't die ALWAYS with a body shot on SA/00A either..

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Re: The Goldeneye Facts Topic
« Reply #22 on: January 19, 2013, 11:49:32 am »
For the next topic, it would be great to get every information together for the Egypt WARP. It should've been used for WRs by now!
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Re: The Goldeneye Facts Topic
« Reply #23 on: January 19, 2013, 12:18:44 pm »
Egypt A 0:44

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Re: The Goldeneye Facts Topic
« Reply #24 on: January 19, 2013, 05:34:13 pm »
Maybe the golden guns damage can fluctuate then? I know for a fact ive hit him in the head and he has lived
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Re: The Goldeneye Facts Topic
« Reply #25 on: January 19, 2013, 07:16:30 pm »
Well the issue is definitely not his health, and I doubt it's because of a random damage calculator on the golden gun. All tests done showed the golden gun has a set damage, just like every other gun in the game. As mentioned, the same phenomenon happens on statue agent (body shot not killing trev). It has nothing to do with his health, or the power of the gun. It's something else.
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Re: The Goldeneye Facts Topic
« Reply #26 on: January 19, 2013, 08:20:12 pm »
It's clearly some kind of sorcery
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Re: The Goldeneye Facts Topic
« Reply #27 on: January 19, 2013, 09:41:10 pm »
Maybe the golden guns damage can fluctuate then? I know for a fact ive hit him in the head and he has lived

Considering all the hours everyone has played egypt combined and not experienced this, I'd say I know for a fact you didnt shoot him in the head.
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Re: The Goldeneye Facts Topic
« Reply #28 on: January 19, 2013, 09:47:54 pm »
I've never had that issue either.

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Re: The Goldeneye Facts Topic
« Reply #29 on: January 19, 2013, 10:53:20 pm »
Neither have I.

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Re: The Goldeneye Facts Topic
« Reply #30 on: January 20, 2013, 08:06:38 am »
Quote
the same phenomenon happens on statue agent (body shot not killing trev)

Note: Some parts of the shoulders count as limbs. So when a "body shot" doesn't kill him you probably hit his shoulders. That's what happens on Statue Agent at least. You still get a body shot kind of animation but with limb damage.

Quote
For the next topic, it would be great to get every information together for the Egypt WARP. It should've been used for WRs by now!

Warp is super easy to do on emulator but i've never made it work on console. Consoles simply aren't laggy enough for it to work i think.

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Re: The Goldeneye Facts Topic
« Reply #31 on: January 20, 2013, 08:31:02 am »
Sounds like there is plenty of reason to investigate it more :)

It has definitely been done on console before. If you'd post the mechanics for how it worked for the TAS, people will have more to go from to figure it out on console.
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Re: The Goldeneye Facts Topic
« Reply #32 on: January 20, 2013, 08:37:18 am »
So I was right earlier when I said that different parts on the body gives different damages. :)

Wyst3r

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Re: The Goldeneye Facts Topic
« Reply #33 on: January 20, 2013, 08:57:08 am »
Depends on how you define body i guess :p

The warp is really like any other warp, just switch weapons while running into the door and it works like 50% of the time on emulator.

404

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Re: The Goldeneye Facts Topic
« Reply #34 on: January 20, 2013, 10:35:22 am »
Does the warp work on console with things like luring a lot of guards and switching 2xGL and stuff? Apparently it is easy on turbo at least (CLICK).

Boss

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Re: The Goldeneye Facts Topic
« Reply #35 on: January 20, 2013, 02:02:18 pm »
What about getting double zmgs early on and shooting a bunch at that door for lag before trying the warp?

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Re: The Goldeneye Facts Topic
« Reply #36 on: January 20, 2013, 02:14:04 pm »
Warp is fucking cake on console.

Seriously. First, no one else can do Frigate warp with defuser out. Now no one can do Egypt warp?

I guess I'm the warp strat master.
~ S T A Y ❄ T R U E ~   |   ~ S T A Y ❄ B L E S S E D ~   |   Verax Maneret

Al Gore

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Re: The Goldeneye Facts Topic
« Reply #37 on: January 20, 2013, 02:19:26 pm »
^44 is coming :nesquik:
As much cheating as Henning did in GE I don't think he had any time left over to cheat on his GF. - Illu

Marc&Ryan aren't streaming, but I bet they're practicing holes. - Wouter Jansen
Converter is official from Denmark. - DavidK519

--

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Re: The Goldeneye Facts Topic
« Reply #38 on: January 20, 2013, 02:27:29 pm »
I'll try to stream some door warp tutorial tonight or soon.

Hopefully Egypt 00 doesn't fuck me around too hard.  I was planning on trying at least a few hours for 45 A.  If all goes well on 00A I'll try the warp a bit as well.

Personally I don't think it saves much time.  You won't be able to shoot the Baron until you've fully landed probably, so it might save .3ish at best.  Should be helpful of course, but a full second isn't coming off with the snap of your fingers.

One thing you have to watch for is that there are two places you can get "stuck" in the corner of the door.  One is early and will "warp" you to the 2nd spot.  The 2nd spot is right against the door which is good for warping.  1 minute of trying this out and you'll understand what I'm talking about.

Just learn to create or minimize lag as necessary.  Sigh.  You noobs.  Do I have to invent EVERY strat around here?  :kappa:
~ S T A Y ❄ T R U E ~   |   ~ S T A Y ❄ B L E S S E D ~   |   Verax Maneret

404

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Re: The Goldeneye Facts Topic
« Reply #39 on: January 20, 2013, 02:45:13 pm »
Do I have to spuriously claim EVERY strat invention around here?  :kappa:

I don't know what drives you, but you certainly do.

Darth Vader

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Re: The Goldeneye Facts Topic
« Reply #40 on: January 20, 2013, 03:57:41 pm »
List of Goose strats:

- Switch weapons like crazy before decoder door
- Jungle detonate mine later
- No dot and 16:9


 :nesquik:?
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50

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Re: The Goldeneye Facts Topic
« Reply #41 on: January 20, 2013, 04:08:19 pm »
16:9. Seriously?

Al Gore

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Re: The Goldeneye Facts Topic
« Reply #42 on: January 20, 2013, 04:09:22 pm »
- Playing with cinema and 16:9 to see everything especially Jungle :nesquik:
- Creates 1fps lag for Depot locked roller door warp
- Change Egypt to Denmark

:kappa:!
As much cheating as Henning did in GE I don't think he had any time left over to cheat on his GF. - Illu

Marc&Ryan aren't streaming, but I bet they're practicing holes. - Wouter Jansen
Converter is official from Denmark. - DavidK519

50

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Re: The Goldeneye Facts Topic
« Reply #43 on: January 20, 2013, 04:51:54 pm »
- Playing with cinema and 16:9 to see everything especially Jungle :nesquik:
- Creates 1fps lag for Depot locked roller door warp
- Change Egypt to Denmark

:kappa:!

Thx :kappa:

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Re: The Goldeneye Facts Topic
« Reply #44 on: January 20, 2013, 06:46:46 pm »
I also invented the Frigate engine room hostage route which Henning used for SA 1:00 :kappa:
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Aztec Exemplar

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Re: The Goldeneye Facts Topic
« Reply #45 on: January 20, 2013, 07:24:43 pm »
I also invented the Frigate engine room hostage route splicing strat which Henning used for SA 1:00 :kappa:
:kappa: :kappa: :kappa: :kappa:
"Time's a teacher spitting since I was tying sneakers" - Jus

Soft-Hedwig

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Re: The Goldeneye Facts Topic
« Reply #46 on: January 20, 2013, 08:18:14 pm »

bke16

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Re: The Goldeneye Facts Topic
« Reply #47 on: January 21, 2013, 02:32:34 am »
lol, the warp is actually pretty easy on console if you shoot a few PP7 bullets prior to warping the door. Something like 1/3 which isn't too bad. I just never bothered doing it because positioning yourself to shoot the first baron immediately after would be pretty tough I think. Warping the door + using 2.x might just barely be enough to get 44 on a great run but I'm not sure. It's worth a shot though.
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Aztec Exemplar

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Re: The Goldeneye Facts Topic
« Reply #48 on: January 21, 2013, 03:32:32 am »
44 would be fucking insane.
"Time's a teacher spitting since I was tying sneakers" - Jus

Wouter Jansen

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Re: The Goldeneye Facts Topic
« Reply #49 on: January 21, 2013, 12:30:11 pm »
I hear all these "warp is cake" posts immediately followed by some excuse why it hasn't been used yet.
sexy, this