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Jump king speedrun dlc9/27/2023 Notable examples of this can be found on Fusion Station, Dark Side, and L.A. In full-game speedruns, segments of certain levels can be skipped if the Jetpack was retained from a previous level. Speedrunners make frequent use of the Jetpack. However, the route is now obsolete due to the discovery of multiple faster routes. The "Steroids Route" on Hollywood Holocaust caught the attention of the game's developers, who mention the route in the 20th Anniversary Edition developer commentary. Most famously, the Steroids have been used to skip nearly the entire map on Hollywood Holocaust and finish the level in 15 seconds (see video demonstration). However, they also allow for extraordinary sequence-skips that do not involve any glitches at all. The Steroids allow Duke to move much more quickly than usual, and they are necessary to reach the speeds required in order to glitch through certain walls with the Jump/Duck/Jump or Ledge Push. Speedrunning in Duke Nukem 3D makes extensive use of the Steroids. Notable exploits involving this technique can be found on Bank Roll, Duke-Burger, Shop-N-Bag, and Going Postal. This can be exploited to fire explosives (including the Pipe Bombs) through walls and to blast open passages long before the developers intended. One useful instance of this can be found with the large enclosures surrounding the hatchery (the room with water in the middle) on Incubator (see video demonstration).īy standing up against a wall and then turning at a slight angle, the front tip of Duke's held weapon will clip through the wall, even though it does not appear that way. Examples of such objects include the revolving sign at the start of Raw Meat and the revolving entrance of the pornography store on Red Light District. By simply strafe-running and slowly turning in their direction, Duke may automatically clip onto, beneath, behind, or inside these large objects. A special case of a Ledge Push can be seen with large objects that are comprised of a ledge and are usually capable of moving.This is particularly useful in Flood Zone. Then, fire a rocket or detonate a Pipe Bomb a short distance away from Duke while moving backwards, and Duke will clip backwards through the wall. While underwater, position Duke atop the upper lip of a protruding ledge beneath a door or window, and face away from the door or window.This is useful on many levels, but one notable example is the route to the second exit button on Red Light District. If Duke is moving fast enough and the wall is thin enough, then Duke will clip through the wall. With a running start, use a Jump/Duck/Jump up against a wall along a ledge.There are at least three ways to achieve a Ledge Push: For speedrunners, these unusual physics can be exploited to clip through walls with a technique known as the "Ledge Push." However, the effect can also be seen while swimming underwater or using the Jetpack. This effect allows Duke to climb stairs the spatial jitter causes him to clip onto higher steps, which is why it was coded into the game. Specifically, his spatial position will jitter according to a function of (1) his speed, (2) the distance between the wall and the opposite ledge, and (3) whether he is crouching. When walking up against walls near ledges, Duke's movement and physics are programmed to obey slightly different rules than in other circumstances. This was done in order to create the appearance of Duke's knees bending in recoil. The Jump/Duck/Jump technique exploits the fact that the developers programmed Duke to clip into the floor for a single frame after landing from falls. For instance, this can be used to skip directly to the exit button on Movie Set. It may also be used to clip through doors, windows, and walls if Duke is moving fast enough. The Jump/Duck/Jump involves crouching while landing from a well-spaced jump in order to clip into air vents that normally require Duke to shrink. When combined with Steroids, it is the fastest method of movement in the game. The SR-50 combines two methods of strafe-running to allow the player to move even faster than normal strafe-running.
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