

I finally discovered a way to skip some of the annoying conversations in this level, too bad it doesn't work in all types of conversations (commlink and console interaction). Around 17 seconds was knocked off from the time thanks to this.
#QUAKE 4 ENEMIES PATCH#
With previous patch versions you were forced to kill the two harvesters near the end in order to gain entry to the Nexus hub building, in 1.3 that is no longer necessary.

Raven actually helped me improve this level with version 1.3. Thanks to some better understanding of the timed triggers I managed to improve this level by almost 10 seconds. To be honest I don't know exactly where the improvement comes from in this level, but as usual it is probably a mix of better shooting and jumping, I just can't point out the specific locations. Thanks to some better strafe jumping in the areas where you are in control, especially the first stretch, I managed to knock a few seconds from this level.Įven though this is quite a long level I like it, because you see a lot of action in it as well. Without doubt the most boring level in the entire game, mostly because around 90% of EVERYTHING that happens in this level is controlled by pre-scripted events and you can't do squat about it. I managed to shave a whole second from this level, feel the power! As in many of the other levels the improvement in this level came from better strafe jumping and better shooting. This is a very tricky level to play because you have to do precise strafe jumping in very cramped areas.
#QUAKE 4 ENEMIES HOW TO#
The trick is to make the crane sequence stall for just the right amount of time, and the secret to do that is something I will let you find out on your own -DĪ very random level and thanks to better research of how to control/predict the random events I managed to improve this level with over 10 seconds. As you can probably guess it's harder to pull that thing off than it seems. Thanks to the ultra-super-duper-quake4-raper-sequence-break-no.1 (aka the "Flyer ride") I managed to improve this level with almost 1 minute. No actual improvement was possible to achieve in this level. Perfected the strafe jumping and enemy kills to shave a couple of seconds. Now, lets see how long it takes for Raven to get a patch out with like 600 single player fixes to prevent people from destroying their precious game even more.

Thanks to this decision you wont have to watch a lot of boring loading screens and saving/loading. For this run I finally decided to use the autosaves and one segment per level, and no exceptions this time. Especially when I strafe jump, which is something I didn't master in the earlier runs. My Doom 3 nightmare project gave me a lot of experience in running Doom 3 engine based games, and also to keep the precision even though I'm forced to play at 30 fps while recording. This run is not only faster than the last one because of a bunch of new tricks and shortcuts. Have at you, you invisible-wall-adding-lamers! They thought they could make this game speedrunner hostile by adding crap like invisible walls and stuff all over the levels, but they never counted with the brute force of the people at SDA. This is my last Quake 4 run on Private skill and finally I got my ultimate revenge on Raven software. With all the stuff he contributed this is more like a team effort, but I did all the running -P Thanks to InsaneB4st4rd for various tricks, strategies and shortcuts and route testing. This run was done using version 1.3, which was the latest patch when this run was started.
