Campaign Any% and 100% categories
1 year ago
Victoria, Australia

1.0 is out and story mode is a thing now, so that would be a very good run to put here. Also it has gems in it, so a 100% category would work well too.

Canada
4d9r
He/Him, They/Them
1 year ago

the mod hasnt been online since the day after the game was added lmao

Australia

Apparently it's because she's locked out of her account

Canada
4d9r
He/Him, They/Them
1 year ago

sounds like a skill issue to me tbh

Victoria, Australia

Unfortunate

went ahead and added campaign categories, as well as individual levels for the campaign.

let me know if there's any disagreements with rules / timing in general. for now i'm keeping the "time ends when hitting the finish warp" since that seemed somewhat agreed upon.

Canada

(1/2)

Psyched to see the Campaign categories be added.

As for when a run should begin, my vote is to begin the moment the player clicks the "Campaign" button. There are a couple reasons for this:

  • It is far more awkward to split accurately while having to actively move than it is to split while simply clicking a mouse; otherwise, the player will be simultaneously holding down jump and right arrow (followed quickly by up arrow), then have to press whatever their split control is. This will produce more frequent errors with splitting, and subsequently more resetting and retiming.
  • The opening cutscene requires input from the player in order to optimize, as it can be skipped by holding down the skip button.

The only downside I can think of is the inclusion of two additional loading times (entering and exiting the opening cutscene), but given their brevity—as well as the inclusion of dozens of other loading times in the run—the impact of this should be negligible. (Load-removed times are a consideration for later, perhaps, if the Campaign sees close competition.)

Regarding rules:

Currently (the current version is 1.004), there is a timing error regarding the time displayed upon clearing a level. Prior to having cleared a level, the timer in the lower right-hand corner is not displayed until the player reaches a warp; this time is accurate. However, there is a second time that appears in a separate screen (the one that shows summary statistics of the player's performance in the level, including clear-time, deaths, and gems collected). This timer is frequently inaccurate. Therefore, the region in which the accurate timer appears upon touching the warp (the bottom right) should be kept unobstructed by anything the player adds on the screen (e.g. splits). This is a protective measure for competitive integrity in two ways:

  • as a dissuasion again splicing, though doing so is still, I believe, quite possible); and
  • as a way to combat doubt against the differing times that appear upon touching the warp and on the subsequent clear screen.
Canada

(2/2)

Rebinds, Canceling, Cactusing:

This is a major issue for Campaign individual levels (1-1, 1-2, etc.), but is still a relevant consideration for Campaign any% and Campaign 100% categories.

I Wanna Maker has several rules regarding scripting; for example, multiple shoot keys are disallowed completely, and bans have been handed out for autofiring. However, there remains a rather large grey area when discussing what is permissible and what is technically impermissible but unenforced.

For example, cactusing is almost always performed with a script (usually autohotkey) to allow multiple of the same key on one keyboard, but it is possible to use a multi-keyboard setup, hence avoiding the script. Furthermore, there are many player-created maps that explicitly require cactusing to clear, and to the best of my knowledge, these have never been subject to removal, let alone as a cause for banning.

Then, there is the speedrunning culture of the community to consider. Many of the game's top speedrunners (for player-created maps) rely on tech like cactusing to achieve faster times. The tacit permission these runners have been granted all but ensures that such tech will be used extensively in IL speedruns. While this is not necessarily a problem, it does create an uneven playing field between those who are willing to go the extra mile and those who are not.

As I stated earlier, this is a relevant discussion for the Campaign any% and 100% categories as well. Keeping with the cactusing example, oftentimes the fastest way to increase fall speed is to perform a cactus (or even a double-cactus). More prominently, the tech creates arcs that can be impossible to have ordinarily, potentially making some strategies (e.g. a fast cycle) or skips possible for only the portion of the player base willing to delve into an in-game grey area.

The faster fall speed is clearly an issue over a longer run as well, since theoretically one could cactus (or otherwise cancel) many or all of the hundreds of falls one performs over the course of a run.

I see two ways of addressing this. The first is going for a free-for-all, with the exception of infringements that have been handled punitively in the past by the game's developers (autofire, multiple shoot keys). The second is disallowing all rebinds and concomitant tech; if the player wishes to use binds that differ from the default ones, the player can use the game's control menu to remap, for example, the jump key. No autohotkey scripts would be allowed.

The second option would be my preferred choice, but policing this would, I believe, require a robust and accurate input viewer. There are a few that see regular usage within the community, so perhaps one of those would be an appropriate fit.

Finally, a third approach is to create two subcategories: one that adheres to the first option, and one that adheres to the second option. This is probably best suited for ILs.

Sorry for the long post, but I do feel that all of this is salient. Being proactive with rules and enforcement should help mitigate the issues that have plagued countless speedrunning communities.

Modifié par l'auteur 1 year ago
Canada
4d9r
He/Him, They/Them
1 year ago

I think disallowing autohotkey entirely makes the most sense considering it's a third party program, but rebinding should always be allowed.

GdGdGs24 aiment ceci

as far as the campaign, I added those timing rules because I've done a couple 100% runs already and those are what I used for timing, I just synced the timer starting with when I started moving on the map (hold shift, then press split + move at the same time). if you really feel strongly about this I'll change it.

and yeah, loads are a big problem with the campaign runs, really PC-dependent so if you have experience with making load removers that would be great.

I'm aware of the timer discrepancy, I'll add a rule saying not to cover the timer and say in-game time is used to time these (so pausing doesn't count)

with cactus, I think it's fine honestly. I didn't use any shift rebind in my 100% but I don't think the time saved would matter compared to stuff like the RNG levels you get during the final boss. for individual levels of course cactus is going to matter, but so is stuff like numpad and people without numpad have to rebind anyways. I think sticking to IWM's rules (no multiple shoot keys but other stuff is fine) works here. keep in mind also that input viewers and stuff add more barrier to submitting runs. and I'm pretty sure other IWBTG speedrun leaderboards allow cactus without problems (many people don't even use / know about cactus)

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Timing rules and campaign categories

hey, since the other mod got locked out of their account I'm a mod for this game now.

I went ahead and and added clear timing rules for each category and verified all pending runs with these timing rules, so if your run is a couple seconds different from what you submitted that's why.

There's also

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