Let's not even think about the fact that it's not sub-5, if that works for you? Very good overall for the pathing used, not much more time could realistically come off without different strategies.
Level 1 - It was strong for a tank kill with nothing going wrong, really.
Level 2 - Had some slowness at the start with the commons, but the rest was strong even down to the hops.
Level 3 - Close one, without a clutch gas can it would have not gone well since we didn't get a molotov spawn, but with the gas can it turned out the same. Pretty smooth.
burhác's perspective:
bill_play3's perspective:
mariorules64's perspective:
Twitch version with running splits (Master's view):
Precise time (sadly): 5:00.350
# | Nom | Split | Terminé à |
---|---|---|---|
1 | Docks | 2m 03s 784ms | 2m 03s 784ms |
2 | Barge Or | 2m 14s 633ms | 4m 18s 417ms |
3 | Port Or | 1m 00s 103ms | 5m 18s 521ms |
This was meant to be done many months ago, but the time and motivation simply didn't exist to make it happen. Unfortunately, due to limitations of speedrun.com and how the category extensions board is laid out, this does mean we lost the players variable (the variable used to filter co-op runs for 2