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LevelHenrik timePublic IL timePredictedSaving / HenrikPreparednessControl styleLevelStrat / saving notesTech to investigateUnlikely ideas
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Dam1:471:341:320:15(2) Pretty ready, see tech.1.1 -> 2.4DamButton skip and TAS bug throw + lessons learnt from Sean's 1:34. Note 2.4 will make the ending harder but benefit FacilityDoor lure needs pinning down. No boosts during the early pause for the bug please.
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Facility0:490:450:430:06(2) Mock complete. Potential start changes2.4 -> 1.2Facility1 guard lure. 43 confirmed, 42 unlikely. Still the potential to farm 2 nades. Switch to 1.2 by the exit and get boosted out. Various changes to the start are possibleDoak-through-glass confirmed 0.30s slower than normal Doak. Right strafe surely even faster. 2 guards with potential 1 in 36 nade.
1st keycard and/or console skip - test Sean's mine
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Runway0:330:250:240:09(1) Ready enough1.2 req.Runway2 nade boxes -> juggle & leans. 24 looks tight but doable. Juggling earlier and for longer, with a proper unducked lean for the left drone, should be the secretMain issue is how best to fit the battery throw in, though "juggle to victory", leaving it to a lean near the end, sounds like a plan
Low lag left drone r-lean? Borderline emulator abuse but if we killed all the guards it might be doable
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Surface 11:441:351:350:09(1) Ready enough1.2 -> 2.3Surface 10 improvements. The pause will save time on B1 only, but is confirmed now that we have a deeper lure spot
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Bunker 10:540:520:500:04(1) Ready enough2.3 -> 2.xBunker 1Butt anims & door lure will save some time, the former less than we originally hoped. Pre-boris-shot boost.
Freeze the falling consoles -> extra boost (& swag).
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Silo1:071:031:010:06(5) No experience, tech known2.x -> 2.3Silo2nd plastique-through-door & skip a pause using the r-lean. Existing TAS is very strongBroadly needs looking at to ensure we're not missing something, particularly with guard cycles
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Frigate0:560:510:480:08(0) Keen2.3 -> 1.2Frigate2.3 to skip a pause, correct lure mistake, heavy optimisation. Even if BBBT is possible we'll want to do 2.3 for better linesOnly the possible explosion deaths really, to ensure ours is optimal
TAS pause buffers (they're slower & we're doing a pause less)
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Surface 21:101:081:050:05(1) Ready... unless a nutty idea can be realised1.2 doubly req.Surface 2r-lean 1st cam near the end, window shot satellite cam & grenade the console - as originally planned in the 1:08.
r-lean to somehow reach cam #3. Either bouncing it off a spawn guard (may be impossible to get him there + it doesn't bounce cleanly?) OR PAL uber-lean to bounce it off the building.
Further cam #3 shot - hard to prove that we won't find a "gap to shoot through", when it saves big time
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Bunker 20:400:360:340:06(1) Ready1.2, can't switchBunker 240 is ancient but I was wrong to disrespect it. Our main saving over the 36 will be to nail the mainframe lure - and ideally solve our issue with the lured guard just before this
Different routing - ruled out since we can argue that we must do a loop?
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Statue2:152:152:140:01(2) It's simple enough?1.2 -> 2.4Statue1.2 forced on us but may be faster for Val strafing anyway. Plenty of time to switch to 2.4 at statue.RTA fr / normal one. The different routes to and from Val's container (warp likely).
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[Publish WIP here?]
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Archives0:510:510:500:01(2) No major changes but watch GD guard2.4 (no switch)ArchivesWill be tight. Mishkin door lure.
Left route? Double door lure (after Nat) - there's no pad on the nearside of the door which makes a lot of sense, but a pad-map would be handy.
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Streets1:501:501:460:04(3) Line up spawns - see tech2.4 (for Depot)StreetsTriple GL & more boosts generally. 1.2 would give a slightly further val strafe.. and nades pickup! But depot trumps this.
Lining up the triple GL spawns - I think I've crunched some theory on it. GL rounds pickup. Where tf we're going to bounce all these grenades.
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Depot0:420:420:410:00(3) Drone may need aligning2.4 hard req.DepotLess rushed lure = early guard boost(s). Super rare boost? + warp - easy to improveSome crazy rocket shot ideas kind of open up a rabbit holeRocket shot from outside
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Train1:401:401:40(3) May have some subtleties(2.4 -> 2.3)?TrainRun to the end. Switch during dead time.
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Jungle0:490:490:470:02(2) Simple enough?JungleNo time to switch, and we may need 2.3 for control. Maybe 2.4 & bullet spread is enough?Just boostage?
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Control3:513:513:250:26(5) OOB? -> 2.xControlMax OOB saving is 27s, may be limited by guard speed. Modern optimisations.OOB! Can we lure with 2.4 in TAS? Run the bullet spread numbers.
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Caverns1:191:191:170:02(2) Ending is pretty seperate. Drone is a non issue2.xCavernsAll-AR <B> area with keycard lure. Save a mine by not doing the SA-style scientist save. Spiral mine self boosts + 2 self boosts around radio?
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Cradle0:320:320:310:01(3) simple - just ask Chris G2.xCradleChris G is backing the 31 maybe
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Aztec1:181:181:090:09(2) who's opening the glass?2.xAztec
Crouch strat without a pause until the vents. Must quickpause while inside the guard, partly for the ending. Icy's agent 1:12 makes 1:10 sound reasonable. Onslatt 1:10 not maxed. Try Herppa's idea of doubling back down the stairs to lose height and warp into the GG room.
Double check cinema lured guard isn't possible - yup the black room pad is 2.84m from the central glass, so it's too far
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Egypt0:420:420:400:02(1) Ready - mock and strategising done2.xEgyptTile 'warps' (just run through). Done some serious strategising and a 0:41 mock. Needs some serious optimisation i.e. a double boost start - probably using a bot to manip.Faster access into the GG room
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TOTAL25:2924:3823:321:56Target is sub 24
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23:581:30(without *any* control saving)
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