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The following strategies<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=24158.0|title=The COMPLETE Aztec Glass Knowledge Repository|access-date=July 16, 2021}}</ref> are actively used to open the locked glass door to complete Objective A. These strategies make use of [[Tracking_Bond|guard tracking]]. | The following strategies<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=24158.0|title=The COMPLETE Aztec Glass Knowledge Repository|access-date=July 16, 2021}}</ref> are actively used to open the locked glass door to complete Objective A. These strategies make use of [[Tracking_Bond|guard tracking]]. | ||
− | First thing to note is that a single guard can never open the door for us. Why? Because Bond's position when copied can always be reached without opening the door. What is needed is an obstacle, something to block the guards path to Bond's position. An obstacle is either Bond himself (when using invisibility) or another guard. When a guard is faced with an obstacle, he will start to try running around it. In doing so, he might try and run through the glass door room, which leads to him opening the door. | + | First thing to note is that a single [[guard]] can never open the door for us. Why? Because Bond's position when copied can always be reached without opening the door. What is needed is an obstacle, something to block the guards path to Bond's position. An obstacle is either Bond himself (when using invisibility) or another guard. When a guard is faced with an obstacle, he will start to try running around it. In doing so, he might try and run through the glass door room, which leads to him opening the door. |
In order for the strat to work, you must reach the glass before this animation ends. Otherwise, he will copy an earlier position and won't run all the way to the glass. The second guard, the one behind the mainframe, will usually see Bond as you run to the glass and do another animation as the mainframe closes. At this point, you need to wait by the glass only until this animation has ended. Usually, you can tell easily by listening to the gunfire, whenever it ends, wait a bit extra for the animation to end, then leave the glass. Also, you probably want to stay still during this time, so that both guards copy the same exact position, and increase the chances of them blocking each other. | In order for the strat to work, you must reach the glass before this animation ends. Otherwise, he will copy an earlier position and won't run all the way to the glass. The second guard, the one behind the mainframe, will usually see Bond as you run to the glass and do another animation as the mainframe closes. At this point, you need to wait by the glass only until this animation has ended. Usually, you can tell easily by listening to the gunfire, whenever it ends, wait a bit extra for the animation to end, then leave the glass. Also, you probably want to stay still during this time, so that both guards copy the same exact position, and increase the chances of them blocking each other. | ||
An important factor is that the guards needs to be close to each other in order to act as obstacles. (if one guard reaches the glass early, he might just continue running before the second guard even gets there). The mainframe usually handles this for us though, by delaying the nearest guard. It's also worth noting that the nearest guard will not spend more than 10 seconds trying to reaching the glass (usually not the far guard either), so he should *always* continue running. The time frame during which the door can open is therefore pretty small. | An important factor is that the guards needs to be close to each other in order to act as obstacles. (if one guard reaches the glass early, he might just continue running before the second guard even gets there). The mainframe usually handles this for us though, by delaying the nearest guard. It's also worth noting that the nearest guard will not spend more than 10 seconds trying to reaching the glass (usually not the far guard either), so he should *always* continue running. The time frame during which the door can open is therefore pretty small. | ||
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==== Mainframe Strat ==== | ==== Mainframe Strat ==== |
Revision as of 14:28, 18 July 2021
Aztec (Part i of Mission 8: Teotihuaca'n) is the nineteenth level in GoldenEye 007. The formal name of this level is Aztec Complex. It is generally thought to be the most difficult of the 20 levels.
Aztec | ||
---|---|---|
150px | ||
World Records | ||
Difficulty | Time | First achieved by |
Agent | 1:23 | Daniel Coelho on 2018-07-14 |
Secret Agent | 1:30 | Rayan I. on 2016-08-30 |
00 Agent | 1:35 | Luke Szklarz on 2017-09-10 |
LTK | 1:57 | Adam Bozon on 2016-01-10 |
DLTK | 3:44 | Adam Bozon on 2017-03-03 |
Overview
This level has the same objectives across all difficulties. The player must reprogram the shuttle guidance (Objective A), and then launch the shuttle (Objective B). Launching the shuttle begins a 30 second countdown, after which the level ends. The general speedrunning strategy is to use guard AI to open a locked door in order to complete Objective A. This bypasses Jaws, and avoids having to close and re-open the shuttle exhaust. The first half of a run will generate Noise to alert guards. Many strategies make use of quick pausing.
Objectives
All Difficulties
- a. Reprogram shuttle guidance
- b. Launch shuttle
Strategies
Glass Door (Modern)
The following strategies[1] are actively used to open the locked glass door to complete Objective A. These strategies make use of guard tracking.
First thing to note is that a single guard can never open the door for us. Why? Because Bond's position when copied can always be reached without opening the door. What is needed is an obstacle, something to block the guards path to Bond's position. An obstacle is either Bond himself (when using invisibility) or another guard. When a guard is faced with an obstacle, he will start to try running around it. In doing so, he might try and run through the glass door room, which leads to him opening the door.
In order for the strat to work, you must reach the glass before this animation ends. Otherwise, he will copy an earlier position and won't run all the way to the glass. The second guard, the one behind the mainframe, will usually see Bond as you run to the glass and do another animation as the mainframe closes. At this point, you need to wait by the glass only until this animation has ended. Usually, you can tell easily by listening to the gunfire, whenever it ends, wait a bit extra for the animation to end, then leave the glass. Also, you probably want to stay still during this time, so that both guards copy the same exact position, and increase the chances of them blocking each other.
An important factor is that the guards needs to be close to each other in order to act as obstacles. (if one guard reaches the glass early, he might just continue running before the second guard even gets there). The mainframe usually handles this for us though, by delaying the nearest guard. It's also worth noting that the nearest guard will not spend more than 10 seconds trying to reaching the glass (usually not the far guard either), so he should *always* continue running. The time frame during which the door can open is therefore pretty small.
Mainframe Strat
The glass that is so consistent it made Aztec RTA friendly. Although not as fast as the best strats, it's really good for getting to the high 80 point range. The key to getting fast mainframe runs is getting a good animation on the guard that you shoot in the mainframe, as the time you have to wait at the glass depends on it.
Consistency rating: Very Good
Illu Mainframe
Also known as "Natural Stuck Mainframe".
A faster setup for the mainframe which doesn't require you to shoot into the wall as you enter the black room. It has been used by several people now on agent but is viable on SA/00 as well. The inconsistency lies in getting the guard stuck in the mainframe. This also requires the full screen mode for higher consistency. When you enter the black room, you look to the right ASAP as you finish shooting the two guards at the entrance. Once the guard is stuck in the mainframe, it's the same as the strat above. For the mainframe to be fast though, you need the guard in the mainframe to have a good reaction. So try aiming for his gun on agent. This strat alone is about as fast as Henrik glass and about 1-3 seconds faster than normal MF depending on execution. Survivability is also much better than normal Henrik glass.
Consistency rating: MEDIUM
Reverse Mainframe
Also known as "Visible Guard Glass Mainframe".
Originally discovered by Henrik and is a faster but slightly less consistent version of the normal mainframe strategy. It uses the setup where you get a guard stuck in the mainframe and instead of pausing at the glass you move to the console causing one of the guards to warp and run to the glass. Then you turn around causing him to notice you and the other guard runs on top of the other making it open very quickly. The timing for when to turn around is done using quickpauses. I don't have much experience with this so others can add to this section. This strat might be improveable with some tweaks, certain people like Dusky, Eclout and others might have more examples or better methods. It is about as fast as Henrik glass.
Consistency rating: Medium-Low
Glass Door (Legacy)
The following strategies are not commonly used, but might still be useful in RTA or LTK runs, or occasionally as a backup to a modern strategy.
Bryan B. Glass
Obsolete because it is slower than modern strategies. Still has a place in modern RTA runs as a backup for failed mainframe attempts. It is also used in LTK runs.
Consistency rating: MEDIUM
Henrik Glass
Very viable for good PBs but newer strats are likely easier and more consistent.
Consistency rating: Medium-Low
Fast Glass
Still viable for UWR on all difficulties. Just really hard and unreliable even on agent.
Consistency Rating: LOW
Crouch Glass
Very viable for UWR, but relies heavily on guard animations which makes it terrible to play for. There are several variations of it and Henrik needs to write this section. Crouch glass is the main strat on the XBLA version of Goldeneye which some might find interesting. It's possible we can learn some from the way they do it. There is also a trick where if you pause buffer the moment the guard finishes running, the guard will run further which might help with consistency.
Consistency rating: LOWish?, more info is required.
example video. XBLA example video. Another XBLA example video.
Tutorials
- Mainframe Strat: video tutorial by Dusky
- Glass Door: video tutorial by Flickerform
Agent
- Tutorial: Target 1:26 by Wodahs
Secret Agent
00 Agent
LTK
- Tutorial Video: - Adam Bozon - Aztec LTK Tutorial (turn captions on)
- Tutorial Video: - Icy - Aztec LTK Tutorial (turn captions on)
DLTK
- Tutorial Video: - Adam Bozon - Aztec DLTK Tutorial (turn captions on)