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Map: Underground Factory Riese (created by Dev Der Riese Style on UGX Mods - I normally put the creator's YouTube channel here, but I did not find one for this mapmaker) Note: The zombies HUD suite present in this video is RSU v2.0. It is my creation with one exception - "THE WALKING DEAD" zombie tracking color bar. This was adapted into my HUD suite from a zombie counter the mapper included in the map. The original zombie counter simply displayed Zombies left: X. My color bar adaptation tracks the same game value in a less precise way, but credit must be given to Dev Der Riese Style for the original "Zombies Left" counter. I did not script that. The Game: Round 30 in 33:30 on Underground Factory Riese, a map I fondly refer to as "Poverty Simulator" (In a good way — it forces you to play smart and intentional.) This is because many, and I mean MANY, rounds ended with near zero points across dozens of runs due to the insane setup tax. The mapmaker created what amounts to an adventure-style quest map which creates some very unique difficulties for a speedrun mindset. However, a very special thanks to the mapper for parking the starting box close to the spawn room so my average "bad box" resets were each only a few minutes long! This run is a full map showcase (radios + Flytrap EE + Escape), with a speedrun-focused route designed around consistent 2-window spawns, tight economy, and fast teleporter linkage. Additionally, this map is brutal early-game due to its heavy setup costs and some unusual spawn behavior, but once you solve the routing it becomes an extremely satisfying challenge. Some general notes about me: 1) I play on Hardened. 2) I am allergic to Quick Revive. 3) My reset conditions on this map were these: If no Monkeys were given within the first 2 box rolls, and If any one of the Galil, Commando, or Aug was not given within the first 2 (optimally) box rolls, or the first 3 (acceptable if Monkeys were roll 2) box rolls. If one or both of these conditions were not met, I reset. If both of these conditions were met, the seed was "viable." The strategy I used in this game is not the fastest, but it was determined by my box luck, particularly the 3rd spin (Crossbow). And while the strategy I used in this game is the second fastest strategy, it is about 90-120 seconds slower than the fastest. To run the fastest strategy on this map, the Wundewaffe would need to be granted by the first box after setup is achieved. I have yet to get a viable seed with the Wundewaffe setup. Some notes about the map that I hope will help you avoid some of the headaches I endured while learning this map. After all, once you understand the map logic, it becomes extremely consistent and rewarding: 1) Spawn adjacency is “fuzzy” and non-vanilla. Zombies can spawn in unexpected zones depending on where you are: If you are in Spawn, zombies can spawn in the Speed Cola room, the Teleporter room, and the PhD room (3-room chain). If you are in that 3-room chain, zombies can spawn in Spawn. If you are in the lab room between Mule Kick and Double Tap, zombies can also spawn in Spawn. These can cause surprise cutoffs and early deaths if you exit these zones assuming vanilla adjacency rules. 2) Setup is extremely expensive and heavily gated. Approx. cost just to reach “baseline setup”: Doors (primary path only): 15,750 Power sequence: 7,750 4 perks (typical): ~8,000 PAP x2 (M&S + main weapon): ~11,500 Realistically, a full setup is beyond 40,000 points before box gambling. 3) The mapper included a really cool "map buyout!" I normally skip map buyouts because the amass-lots-of-points-and-push-button approach is uninteresting to me, but I wanted to respect the effort put into this one. As a result, I did the buyout here to respect its cool Easter Egg structure. Collectibles and "Quest" Items: I intended this to be a full showcase and collected essentially everything as I went (radios/flytrap EE/music EE). Here is the complete list for anyone who needs help finding something: Power Setup: Monkey 1 – 8:25 Monkey 2 – 9:32 Monkey 3 – 9:53 Fuel Valve – 10:14 Generator 1 – 10:25 Generator 2 – 11:21 Generator 3 – 11:43 Power Switch – 11:56 Unlocking PAP: Teleporter 1 – 14:09 Teleporter 2 – 14:43 Teleporter 3 – 16:15 Music EE: Music Object 1 – 10:31 Music Object 2 – 15:45 Music Object 3 – 15:47 Radios: Small Radio 1 – 8:28 Small Radio 2 – 9:38 Small Radio 3 – 11:07 Small Radio 4 – 13:16 Small Radio 5 – 34:31 Big Radio 1 – 16:20 Big Radio 2 – 33:55 Big Radio 3 – 34:24 Flytrap EE: Flytrap EE Console (must shoot with pack-a-punched weapon) – 34:08 Flytrap EE Object 1 – 34:35 Flytrap EE Object 2 – 34:48 Flytrap EE Object 3 – 34:57 Extra Perk Purchase Slot – 35:23 Escape: Map Buyout Activation – 37:46 (pretty cool that Sammy kills all the zombies though :/) Escape – 38:40-end (do it safer than I did please) This map is GREAT! Have fun!